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Orion's Menagerie
By Will McDermott

Orion at 10th Level

Orion will normally be found in his temple in Dyvers (or wherever you need a small temple). There are a large number of animals in this temple, from Orion's dire lion and shambling mound, down to the acolytes' animal companions and Orion's weasel familiar. Orion is still a very outgoing priest and so tends to meet visitors himself at the gate to the grove instead of forcing acolytes to tend to the needs of all supplicants.

Orion can cast raise dead, restoration, and neutralize poison. If an adventuring party needs aid, he can assist in many ways, from making wands, to sending Decker along, to joining in a fray himself (with the help of Elsa, of course). Should a party encounter Orion in the wild, his prepared repertoire includes offensive spells such as flame strike and the powerful bear's heart (from Defenders of the Faith).

Orion: Male human Clr9/Sor1; CR 10; Medium-size humanoid; HD 9d8 + 9 (Clr) plus 1d4+1 (Sor); hp 64; Init +2 (Dex); Spd 30 ft.; AC 19 or better (barkskin and/or shield); Atk +5/+0 melee (1d6-1/x 2 crit, club), +10 ranged (1d8+2/19-20/x 2 crit, +1 light crossbow plus +1 bolts); SA turn/destroy undead (9/day), domain powers, sorcerer spells; AL NG; SV Fort +8, Ref +8 (+2 from familiar), Will +10; Str 8, Dex 14, Con 12, Int 12, Wis 16, Cha 14.

Skills and Feats: Concentration +13, Diplomacy +13, Handle Animal +5, Heal +15, Knowledge (Nature) +10, Listen +5, Spot +5; Alertness (via familiar) , Craft Wand, Empower Turning (granted by greater holy symbol), Extra Turning, Heighten Turning, Leadership, Reach Spell.

Empower Turning (from Defenders of the Faith): You can turn or rebuke more undead than usual, but have a harder time affecting undead with a larger number of Hit Dice. If you take a -2 penalty on your turning check roll, you can add +2d6 to your turning damage roll.

Heighten Turning (from Defenders of the Faith) When you turn or rebuke undead, you may choose a number no higher than your cleric level. Add that number to your turning checks, while subtracting that number from your turning damage roll.

Reach Spell (from Defenders of the Faith): You may cast a spell that normally has a range of "touch" at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a slot two levels higher than the spell's actual level.

Cleric Spells Prepared (6/6/6/5/3/2; base DC = 13 + spell level): 0 -- create water, detect magic, detect poison, light, purify food and drink, read magic; 1st -- bless, calm animals*, comprehend languages, divine favor, magic weapon, obscuring mist; 2nd -- barkskin*, delay poison, gentle repose, lesser restoration, speak with animals, shield other; 3rd -- create food and water, dispel magic, dominate animal*, remove disease, speak with dead; 4th -- control plants*, neutralize poison, restoration; 5th -- raise dead, wall of thorns*.

*Domain spells. Domains: Animal (animal friendship once/day); Plant (rebuke/command plants 5/day).

Bear's Heart (Clr 5): One ally/level +4 Strength and +1d4/level hit points.

Sorcerer Spells Known (5/4): 0 -- dancing lights, disrupt undead, mage hand, ray of frost; 1st -- feather fall, shield.

Possessions: Wand of cure light wounds (enhanced to 3rd level with Reach Spell -- 25 charges), wand of magic fang (25 charges), wand of shield (25 charges), +1 magic crossbow, 25 +1 bolts, +1 mithral chain shirt, +1 darkwood buckler, +1 cloak of resistance, greater holy symbol (from Defenders of the Faith), platinum ring worth 50 gp (focus for shield other spell).

Alec (Orion's familiar): Male weasel; tiny animal; hp 32; Init +2 (Dex); Spd 30 ft., climb 20 ft.; AC 15 (+2 size, +2 Dex, +1 natural armor); Atk +5 melee (1d3-4 bite); SA attach; SQ scent; AL N; SV Fort +6, Ref +3, 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; Improved Evasion, Weapon Finesse (bite).

Dyanna (Orion's animal companion): Female owl; tiny animal; hp 4; See owl in "Appendix 1: Animals" on page 199 of the Monster Manual. Trained by Orion to come, guard, seek, stay, fetch, and heel.

Elsa (Orion's animal companion): Female dire lion; large animal; hp 60; See dire lion on page 57 of the Monster Manual . Trained by Orion to defend, attack, protect, fetch, track, and heel.

Possession: Platinum band worth 50 gp (focus for shield other spell).

Lump (Orion's controlled plant creature): Shambling mound; large plant; hp 60; See shambling mound on page 162 of the Monster Manual.

Decker (Orion's cohort): Male human Pal5/Templar3; CR 8; Medium-size humanoid; HD 8d10; hp 52; Init +0; Spd 40 ft.; AC 22; Atk +13/+8 melee (1d8+6/19-20/x 2 crit, +1 longsword), +9/+4 ranged (1d8+3/x 3 crit, masterwork mighty [Str 16] composite long bow); SA turn/destroy undead (5/day), smite evil (2day; +2 Atk/+8 Dam); SQ detect evil, divine grace, divine health, lay on hands (10 points/day), remove disease (once/week), damage reduction (1/-), mettle; AL LG; SV Fort +9, Ref +4, Will +8; Str 16, Dex 10, Con 10, Int 12, Wis 14, Cha 14.

Damage Reduction (Templar special ability from Defenders of the Faith): Starting at 3rd level, templars have the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage a 3rd level templar takes each time he is dealt damage.

Mettle (Templar special ability from Defenders of the Faith): A templar's special blessing allows her to shrug off magical effects that would otherwise harm her. If a templar makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, he suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial" or Fortitude half" or similar entries can be negated through this ability.

Skills and Feats: Diplomacy +10, Handle Animal +10, Jump +15, Knowledge (Religion) +9, Ride +10; Endurance, Divine Might, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword) (templar ability).

Divine Might (from Defenders of the Faith): Spend one of your turn/rebuke undead attempts to add your Charisma bonus to your weapon damage for a number of rounds equal to your Charisma bonus.

Paladin Spells Prepared (1; base DC = 13): 1st -- bless weapon.

Templar Spells Prepared (2/1; base DC = 12 + spell level): 1st -- divine favor, mount; 2nd -- endurance.

Possessions: +1 longsword, +1 full plate armor, +1 large darkwood shield, masterwork mighty (16 Str) composite long bow, boots of striding and springing.

Acolytes of Elhonna (8) (Orion's followers): Male and female humans and elves; medium-sized humanoids; hp 10; see NPC Cleric on page 51 of the Dungeon Master's Guide .

Domains: choose two each -- Animal (animal friendship once/day); Good (cast good spells at +1 caster level); Plant (rebuke/command plants 9/day); Sun (greater turning once/day).


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