Celebrity Game Table Archive
Chris Pramas: The D&D Chainmail World
Andy Collins: Spelling is Everything
Peter Adkison's Ilboria Campaign
Operation: Deepfreeze - A Montecon Adventure
Thomas M. Reid: The Lunchtime Dungeon Crawl
Daneen McDermott: The Sumberton Campaign
Ed Stark: The Campaign Kick-Off
Rich Baker: Return to the Tomb of Horrors Campaign
Peter Adkison: Random NPC Generator
Philip Athans: The Tegel Campaign
Sean Reynolds: The Praemal Campaign


Celebrity Game Table
Return to the Tomb of Horrors Campaign
By Rich Baker

Villains NPC Descriptions

Well, we had no shortage of bad guys in the adventure, but here were two of my favorites. The players just hated the Black Hand, whom I played as strongly Whiny Evil. He only strode across the stage of the adventure for a few sessions, but I like to think he made a lasting impression.

Just ask Dale Donovan’s monk.

The Black Hand: male human Nec16; CR 16; Medium-sized human; HD 16d4+48; hp 97; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 23 (14 touch, 21 flatfooted) Atk +10/+5 melee (1d6+2, rod of the python), +10 ranged touch attacks ; SA spells; SQ familiar, permanent spells; AL NE; SV Fort +10 , Ref +7 , Will +13 ; Str 11, Dex 15*, Con 16*, Int 22*, Wis 16, Cha 12.

Skills and Feats: Alchemy +15wiz+6Int, Concentration +19wiz+3Con, Hide +10cloak+2Dex, Intimidate +2wiz+1Cha , Knowledge (arcana) +15wiz+6Int, Knowledge (outer planes) +9wiz+6Int, Listen +7wiz+3Wis+2Alertness , Scry +15wiz+6Int, Search +5wiz+6Int , Spellcraft +19wiz+6Int, Spot +8wiz+3wis+2Alertness , Swim +4wiz ; Alertness (familiar), Brew Potion, Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Great Fortitude, Improved Initiative, Maximize Spell, Scribe Scroll, Silent Spell, Spell Focus (necromancy), Spell Penetration.

Spells Prepared (5/7/7/6/6/6/5/3/2) : 0—disrupt undead (' 2), light, mage hand, ray of frost; 1st—burning hands, cause fear, identify, magic missile, protection from good, ray of enfeeblement, shield; 2nd—cat’s grace**, color spray (Silent spell), ghoul touch, invisibility, resist elements, spectral hand, web; 3rd—dispel magic, displacement, fly, halt undead, haste, lightning bolt; 4th—arcane eye, enervation, Evard’s black tentacles, enervation, fear, improved invisibility, stoneskin**; 5th—cone of cold, dismissal, magic jar, prying eyes, teleport, wall of force; 6th—acid fog, circle of death, globe of invulnerability, project image, vampiric touch (Maximized spell); 7th—control undead, finger of death, summon monster VII; 8th—cone of cold (Maximized spell), horrid wilting. Spell save DC 16+spell level (18+spell level for Necromancy spells).

Special Qualities: Familiar (toad)—16 Hit Dice, 48 hit points, attack bonus +8/+3, saves as master, natural armor +8, Int 13, Alertness (conferred on master), improved evasion, share spells, empathic link, touch, speak with master, speak with animals of type, spell resistance 21, scry; Permanent spells (spell effects rendered permanent through permanency spell): darkvision, detect magic, read magic, see invisibility.

Possessions: the Black Ring (+4 natural armor, +4 to dispel checks, +4 spell penetration), bracers of armor +5, brooch of shielding, cloak of the bat, headband of intellect +2, potion of cure moderate wounds (' 3), potion of endurance, potion of lesser restoration, potion of levitate, potion of neutralize poison, rod of the python, scroll of haste, scroll of improved invisibility, scroll of true seeing, wand of knock, wand of lightning bolt (8th), wand of magic missiles (9th).

* includes +2 Con (familiar), +2 Int (headband of intellect +2), +3 Dex (cat’s grace in effect).

** spell previously cast and in effect.

Master Dark: advanced flesh golem; CR 7*; Huge construct; HD 20d10; hp 152; Init –2 (Dex); Spd 30 ft. (can’t run); AC 24 (8 touch, 24 flatfooted) ; Atk 2 slams +22 melee (slam 4d6+9); SA berserk; SQ construct, magic immunity, damage reduction 15/+1; AL N; SV Fort +6, Ref +4, Will +6 ; Str 29, Dex 7, Con --, Int --, Wis 11, Cha 1.

Skills and Feats: None.

Special Attacks: Berserk—Cumulative 1% chance per round of combat to go berserk, attacking nearest creature or object regardless of creator’s orders. Creator can regain control with DC 19 Charisma check or after 1 minute of rest.

Special Qualities: Construct—Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Magic Immunity—Immune to all spells, spell-like abilities, and supernatural effects, except as follows. Fire- and cold-based effects slow the golem for 2d6 rounds with no saving throw. Electricity effects break slow effects and cure 1 point of damage per 3 points of damage they would otherwise deal.

* XP award for defeating Master Dark should be 2.22 times the normal award due to monster advancement from 9 HD to 20 HD.

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