Ravenloft Darklords

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Here are three darklords that were requested. I'm not an expert on RL though I do have the RLCS 3.0. I've tried to figure out the changes that may have been appropriate using the monster templates. Please forgive any mistakes. Enjoy.



Arijani, Darklord of Sri Raji: Male Rakshasa Sor6/Clr9 of Kali; CR 25; Medium-size Outsider (Native); HD 16d8+64 plus 6d4+24; hp 178; Init +5; Spd 40 ft.; AC 24 (touch 15, flat-footed 19); Base Atk +16; Grp +18; Atk +18 melee (1d4+2, claw); Full Atk +18 melee (1d4+2, 2 claws) and +13 (1d6+1, bite); Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Rakshasa traits, aura of evil; AL CE; SV Fort +17, Ref +14, Will +22; Str 15, Dex 20, Con 18, Int 12, Wis 22, Cha 23
Skills and Feats: Bluff +22, Concentration +24 (+28 when casting defensively), Diplomacy +15, Disguise +19 (+21 acting), Heal +11, Hide +11, Intimidate +15, Knowledge (arcana) +7, Knowledge (religion) +10, Knowledge (the planes) +6, Listen +13, Move Silently +14, Perform (oratory) +13, Sense Motive +13, Speak Language (infernal, rajian), Spellcraft +23, Spot +13; Arcane Defense (illusion), Combat Casting, Craft Wondrous Item, Extend Spell, Greater Spell Focus (illusion), Persuasive, Spell Focus (illusion), Stealthy
Special Qualities: Rakshasa traits: darkvision 60 ft., +9 natural armor, +4 racial bonus to Bluff and Disguise, detect thoughts (DC 19), change shape (can only assume forms that are frightening [Fear DC 25], horrible [Horror DC 20], or distrustful), damage reduction 15/honorable and piercing, spell resistance 42. Aura of evil (aura equals cleric level), rebuke undead as 9th-level cleric (+2 to rebuke checks) 9/day.
Sorcerer Spells Known (6/8/8/7/7/7/5; base DC = 16 + spell level; DC 18 + spell level with illusion spells; caster level 13th): 0 – acid splash, daze, detect magic, flare, ghost sound, light, mage hand, prestidigitation, read magic; 1st – color spray, magic missile, shield, silent image, unseen servant; 2nd – blur, darkness, fog cloud, invisibility, Tasha’s hideous laughter; 3rd – haste, major image, suggestion, summon monster III; 4th – fear, rainbow pattern, scrying, shadow conjuration; 5th – baleful polymorph, dream, persistent image; 6th – permanent image, programmed image.
Cleric Spells Prepared (6/6+1/6+1/4+1/3+1/2+1; base DC = 16 + spell level; DC 18 + spell level with illusion spells; caster level 9th): 0 – cure minor wounds, detect poison, guidance, purify food and drink, resistance, virtue; 1st – bane, cause fear, command, cure light wounds x2, protection from good*, shield of faith; 2nd – aid, enthrall x2, hold person x3, invisibility*; 3rd – blindness/deafness, create food and water, dispel magic, magic circle against good*, prayer; 4th – cure critical wounds x2, spell immunity, unholy blight*; 5th – false vision*, flame strike, righteous might.
*Domain spell. Deity: Kali. Domains: Evil (cast evil spells at +1 caster level), Trickery (Bluff, Diguise, and Hide as class skills).
Possessions: Unknown
Height: 7’, Weight: 325 lbs., Hair: Unknown, Eyes: Unknown.


Anhktepot, Darklord of Har’Akir: Male Human Greater Mummy [Ancient Dead Rank 5] Clr15 of Ra; CR 20; Medium-size Undead; HD 15d12; hp 103; Init +1; Spd 40 ft.; AC 25 (touch 11, flat-footed 24); Base Atk +11; Grp +26; Atk +26 melee (1d6+15 plus mummy rot, slam); Full Atk +26 melee (1d6+15 plus mummy rot, slam); Face/Reach 5 ft./5 ft.; SA Rebuke undead, control undead, despair, improved grab, mummy rot; SQ Aura of evil, DR 20/-, greater mummy immunities, immune to electricity and fire, acid resistance 20, rejuvenation, salient powers, SR 25, turn resistance, undead traits; AL LE; SV Fort +9, Ref +6, Will +20; Str 30, Dex 13, Con -, Int 22, Wis 33, Cha 24
Skills and Feats: Concentration +25 (+29 when casting defensively), Diplomacy +17, Heal +16, Hide +9, Knowledge (arcana) +11, Knowledge (history-Har’Akir) +16, Knowledge (religion) +24, Knowledge (the planes) +11, Listen +19, Move Silently +9, Profession (administrator) +21, Search +14, Sense Motive +19, Speak Language (akiri, auran, celestial), Spellcraft +26, Spot +19; Combat Casting, Craft Wondrous Item, Quicken Spell, Sacred Spell, Scribe Scroll, Spell Focus (necromancy), Weapon Focus (khopesh)
Special Qualities: Damage reduction 20/-, control undead, despair (DC 24), improved grab, greater mummy immunities (immunity to cold, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), mummy rot (DC 24), immune to electricity and fire, acid resistance 20, rejuvenation, salient powers (animal command [hawks], curse of vengeance, delay disease, passage), spell resistance 25, turn resistance +8, undead traits. Aura of evil (aura equals cleric level), rebuke undead as 19th level cleric (+2 to turning checks) 10/day. Ritual of Life.
Cleric Spells Prepared (6/8+1/8+1/8+1/6+1/6+1/5+1/4+1/2+1; base DC = 21 + spell level; DC 22 + spell level with necromancy spells; caster level 15th).
*Domain spell. Deity: Ra. Domains: Evil (cast good spells at +1 caster level), Sun (1/day, greater turning).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

Ritual of Life: Performed before dawn, this ritual takes ten minutes to complete allowing Anhktepot to once again join the living by draining the life force of another individual, willing or unwilling. Once completed, Anhktepot becomes a living human being (Constitution score 14; hp 101) losing all undead traits and greater mummy abilities. He also loses his spellcasting and rebuke undead abilities. This loss continues until sunset when he returns to his undead state.



Kas the Destroyer, Darklord of Tovag: Male Human Ancient Vampire Ftr7/Blk10; CR 20; Medium-size Undead; HD 17d12; hp 116; Init +10; Spd 40 ft.; AC 38 (touch 11, flat-footed 37); Base Atk +17; Grp +25; Atk +29 melee (1d8+13/17-20, +3 unholy longsword) or +25 melee (1d6+12 plus energy drain, slam); Full Atk +27/+22/+17/+12 melee (1d8+13/17-20, +3 unholy longsword) and +24 melee (1d8+5, +5 bashing heavy steel shield) or +25 melee (1d6+12 plus energy drain, 2 slams); Face/Reach 5 ft./5 ft.; SA Smite good, rebuke undead, sneak attack, blood drain, children of the night, create spawn, dominate, energy drain; SQ Aura of evil, detect good, poison use, dark blessing, aura of despair, fiendish servant, alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, salient powers, spider climb, turn resistance, undead traits, vampire weakness; AL CE; SV Fort +19, Ref +20, Will +15; Str 26, Dex 22, Con -, Int 21, Wis 17, Cha 25
Skills and Feats: Bluff +15, Climb +12, Concentration +16, Handle Animal +15, Hide +18, Intimidate +24, Jump +12, Knowledge (religion) +10, Listen +13, Move Silently +8, Profession (commander) +13, Ride (horse) +20, Search +13, Sense Motive +11, Speak Language (common), Spot +13, Swim +6; Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical (longsword), Improved Iniative, Improved Shield Bash, Improved Sunder, Lightning Reflexes, Mounted Combat, Power Attack, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword)
Special Qualities: Blood drain, children of the night, create spawn, dominate (DC 25), energy drain (DC 25 to remove negative level), alternate form, DR 15/silver and magic, darkvision 60 ft., fast healing 6, gaseous form, resistance to cold 10 and electricity 10, salient powers (command undead, improved domination), spider climb, turn resistance +6, undead traits, vampire weakness (sun, wooden stakes from Oerth). Aura of evil (aura equals blackguard level), detect good at will, poison use, dark blessing (Cha bonus to saving throws), smite good 3/day (+7 to attack, +10 to damage), rebuke undead as 12th level cleric (+2 to rebuke checks) 10/day, aura of despair (enemies within 10 ft. take a –2 penalty on all saving throws), sneak attack +3d6, fiendish servant.
Blackguard Spells Prepared (3/3/3/1; base DC = 13 + spell level).
Possessions: +3 unholy longsword, +5 shadow full plate, +5 bashing heavy steel shield.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
really nice

Do you know where I can get information on har'akir and other domain from the amber waste?
Great job!
Originally posted by mephistopheless
really nice

Do you know where I can get information on har'akir and other domain from the amber waste?

Additional info on Anhktepot and Har'Akir appears in Darklords. Also Har'Akir is the focus of the Touch of Death adventure. Sebula and its darklord Tiyet appear in Darklords as well. Pharazia and its darklord Diamabel are in the Islands of Terror book. These are 2e books and out of print.
Sebua was also the setting for one of the adventures in "Children of the Night: Vampires." (But I think that whatever new details we added there were repeated in the new RL3.5 PHB. Except for the exact nature of "Scabby," his curse, and his relationship to the Wild Children who never seem to grow old.)
Here is another darklord. Enjoy.


Duke Gundar, Darklord of Gundarak: Male Human Eminent Vampire Ftr13; CR 17; Medium Undead (Augmented Humanoid); HD 13d12; hp 90; Init +11; Spd 50 ft.; AC 34 (touch 19, flat-footed 28); Base Atk +13; Grp +24; Atk +29 melee (1d8+17/17-20, +3 alchemical silver saber) or +24 melee (1d6+11 plus energy drain, slam); Full Atk +29/+24/+19 melee (1d8+17/17-20, +3 alchemical silver saber) or +24 melee (1d6+11 plus energy drain, 2 slams); Face/Reach 5 ft./5 ft.; SA Blood drain, children of the night, create spawn, dominate, energy drain; SQ Alternate form, DR 20/silver and magic, darkvision 60 ft., fast healing 8, gaseous form, resistance to cold 10 and electricity 10, salient powers, spider climb, turn resistance +11, undead traits, vampire weakness; AL CE; SV Fort +11, Ref +16, Will +10; Str 32, Dex 25, Con -, Int 23, Wis 17, Cha 23
Skills and Feats: Bluff +14, Climb +21, Diplomacy +13, Handle Animal +16, Hide +15, Intimidate +16, Jump +21, Knowledge (nobility and royalty) +11, Listen +13, Move Silently +15, Ride (horse) +19, Search +14, Sense Motive +13, Speak Language (common), Spot +13, Swim +21; Alertness{B}, Cleave, Combat Reflexes{B}, Dodge{B}, Greater Weapon Focus (saber), Greater Weapon Specialization (saber), Improved Critical (saber), Improved Energy Drain, Improved Iniative{B}, Improved Sunder, Lightning Reflexes{B}, Mounted Combat, Power Attack, Quick Draw, Ride-By Attack, Spirited Charge, Weapon Focus (saber), Weapon Specialization (saber)
Special Qualities: Alternate form (bat, dire bat, wolf, dire wolf), blood drain, children of the night (rat swarms, bat swarms, or pack of wolves), create spawn, DR 20/silver and magic, darkvision 60 ft., dominate (DC 22), energy drain (DC 22 to remove negative level), fast healing 8, gaseous form, resistance to cold 10 and electricity 10, salient powers (blood lust, command undead, scent), spider climb, turn resistance +11, undead traits, vampire weakness (garlic, holy symbol, mirror, running water, sunlight, wooden stake).
Possessions: +3 mithral shirt, +3 alchemical silver saber, belt of giant strength +4, boots of speed, cloak of turn resistance, ring of defense +3. 990 gp
Height: Unknown, Weight: Unknown, Hair: Dark, Eyes: Unknown
Sources: Ravenloft (2E), PHB 3.5, DMG 3.5, MM 3.5, Ravenloft Campaign Setting (3E), Libris Mortis (3E), and Dragon #303.
*Domain spell. Deity: Ra. Domains: Evil (cast good spells at +1 caster level), Sun (1/day, greater turning)

That would be: 'cast evil spells at +1 caster level' ;)
On the whole quite good.

As a fan of "lower level" RL action I'd make Arijani a Cleric 3/Mystic Theruge 6. That helps lower his CR (nominally) to 19 and puts him tantalizingly close to the range where foolish high level PCs (such as portaid in Web of Illusion) might attempt to bring him down if armed with Ravenna's Bane. I say foolish because bearding Arijani in his lair is just three hairs easier than tackling Strahd in his castle.

-Eric Gorman
Duke Gundar, Darklord of Gundarak: Male Human Eminent Vampire Ftr13;

Wasn't Gundar a Nosferatu?
Very nice!

If I ever do *Touch of Death* again, this will serve me marvellously!



R
Can I pleeeeeeeeeeeeease make a request?

Can someone present a 3.0/3.5 conversion of Anton Misroi?? I don't know if it's copyright-protected but I would be in eternal debt to anyone who might do this.
Here are two more Darklords. Enjoy.


Baron Urik von Kharkov, Darklord of Valachan: Male Human Mature Nosferatu Vampire Rgr1/Rog4/Ari7; CR 13; Medium Undead (Augmented Humanoid); HD 12d12; hp 83; Init +12; Spd 40 ft.; AC 24 (touch 18, flat-footed 16); Base Atk +9; Grp +16; Atk +19 melee (1d8+13/17-20, +3 keen longsword) or +16 melee (1d6+7, slam); Full Atk +19/+14 (1d8+13/17-20, +3 keen longsword) or +16 melee (1d6+7, slam); Face/Reach 5 ft./5 ft.; SA Blood drain, children of the night, create spawn, dominate, favored enemy (humanoid [human]), sneak attack +2d6; SQ Alternate form, DR 15/silver and magic, darkvision 60 ft., evasion, fast healing 5, gaseous form, resistance to cold 10 and electricity 10, salient power, spider climb, trap sense +1, trapfinding, turn resistance +4, uncanny dodge, undead traits, vampire weakness, wild empathy +8; AL LE; SV Fort +5, Ref +18, Will +8; Str 24, Dex 26, Con -, Int 19, Wis 14, Cha 20
Skills and Feats: Balance +19, Bluff +12, Climb +11, Diplomacy +16, Disguise +10 (+12 acting), Gather Information +12, Handle Animal +10, Hide +21, Intimidate +20, Jump +20, Knowledge (local) +9, Knowledge (nobility and royalty) +9, Listen +9, Move Silently +21, Ride (horse) +15, Search +8, Sense Motive +7, Speak Language (vaasi, darkonese, gnome, mordentish, sithican), Spot +9, Survival +16, Swim +11, Tumble +17; Alertness{B}, Combat Expertise, Combat Reflexes{B}, Dodge{B}, Improved Iniative{B}, Lightning Reflexes{B}, Mobility, Persuasive, Spring Attack, Stealthy, Track{B}, Whirlwind Attack
Special Qualities: Alternate form (panther [use leopard stats]), children of the night (cat swarms or pack of panthers), dominate (DC 21), salient power (blood lust), telepathic domination (anyone bitten by Baron Urik can be dominated if within the domain of Valachan, the DC is the same as the dominate ability), vampire weakness (garlic, holy symbol, mirror, running water, sunlight, wooden stake). Wild empathy +7, favored enemy (humanoid [human] +2). Sneak attack +2d6, trapfinding, evasion, trap sense +1, uncanny dodge.
Possessions: +3 keen longsword. As ruler and darklord of Valachan, Baron Urik von Kharkov has access to incredible resources.
Height: 6+’, Weight: Unknown, Hair: Black, Eyes: Yellow
Sources: Domains of Dread (2E), Ravenloft Monstrous Compendium III (2E), PHB 3.5, DMG 3.5, MM 3.5, and Ravenloft Campaign Setting (3E).



Captain Alain Monette, Darklord of L’ile de la Tempete: Male Human Werebat Rog5/Ftr2/Dread Pirate 1; CR 11; Medium Humanoid (Human, Shapechanger); AL CE; three alternate forms.

Human Form: HD 5d6+10 plus 2d10+4 plus 1d8+2 plus 4d8+12; hp 81; Init +3; Spd 30 ft.; AC 20 (touch 16, flat-footed 16); Base Atk +6; Grp +8; Atk +12 melee (1d6+3/18-20, +1 rapier) or +12 melee (1d4+3/19-20, +1 main-gauche); Full Atk +10/+5 melee (1d6+3/18-20, +1 rapier) and +10 melee (1d4+2/19-20, +1 main-gauche); Face/Reach 5 ft./5 ft.; SA Sneak attack +3d6; SQ Alternate form, bat empathy, low-light vision, scent, trapfinding, evasion, trap sense +1, uncanny dodge, seamanship +1; AL CE; SV Fort +12, Ref +15, Will +10; Str 15, Dex 18, Con 14, Int 15, Wis 12, Cha 12
Skills and Feats: Appraise +10, Balance +11, Bluff +6, Climb +9 (+11 with rope), Control Shape +3, Hide +15, Intimidate +8, Jump +11, Listen +12, Move Silently +15, Profession (sailor) +15, Search +7, Sleight of Hand +11, Speak Language (grabenite, sithican, vaasi), Spot +12, Swim +9, Tumble +11, Use Rope +9; Alertness{B}, Dodge, Iron Will{B}, Mobility, Quick Draw, Skill Focus (Profession [sailor]), Spring Attack, Stealthy{B}, Two-Weapon Fighting{B}, Weapon Finesse
Special Qualities: Alternate form, bat empathy, low-light vision, scent. Sneak attack +3d6, trapfinding, evasion, trap sense +1, uncanny dodge. Seamanship +1.

Hybrid Form: Large Humanoid (Human, Shapechanger); HD 5d6+10 plus 2d10+4 plus 1d8+2 plus 4d8+12; hp 81; Init +9; Spd 30 ft.; AC 25 (touch 18, flat-footed 16); Base Atk +6; Grp +12; Atk +14 melee (1d6+5, claw); Full Atk +14 melee (1d6+5, 2 claws) and +9 melee (1d8+2, bite); Face/Reach 10 ft./10 ft.; SA Curse of lycanthropy, sneak attack +3d6; SQ Alternate form, bat empathy, blindsense 40 ft., DR 10/silver and piercing, low-light vision, scent, trapfinding, evasion, trap sense +1, uncanny dodge, seamanship +1; AL CE; SV Fort +13, Ref +19, Will +8; Str 21, Dex 28, Con 20, Int 15, Wis 12, Cha 12
Skills and Feats: Appraise +10, Balance +16, Bluff +6, Climb +12 (+14 with rope), Control Shape +3, Hide +20, Intimidate +8, Jump +14, Listen +16, Move Silently +20, Profession (sailor) +15, Search +7, Sleight of Hand +16, Speak Language (grabenite, sithican, vaasi), Spot +16, Swim +12, Tumble +16, Use Rope +14; Alertness{B}, Dodge, Iron Will{B}, Mobility, Quick Draw, Skill Focus (Profession [sailor]), Spring Attack, Stealthy{B}, Two-Weapon Fighting{B}, Weapon Finesse
Special Qualities: Alternate form, curse of lycanthropy (DC 18), damage reduction 10/silver and piercing, bat empathy, blindsense 40 ft., low-light vision, scent, +4 racial bonus on Listen and Spot checks (bonus lost if blindsense is negated). Sneak attack +3d6, trapfinding, evasion, trap sense +1, uncanny dodge. Seamanship +1.

Bat Form: Large Humanoid (Human, Shapechanger); HD 5d6+10 plus 2d10+4 plus 1d8+2 plus 4d8+12; hp 81; Init +9; Spd 20 ft., fly 40 ft. (good); AC 25 (touch 18, flat-footed 16); Base Atk +6; Grp +12; Atk +14 melee (1d8+5, bite); Full Atk +14 melee (1d8+5, bite); Face/Reach 10 ft./5 ft.; SA Curse of lycanthropy, sneak attack +3d6; SQ Alternate form, bat empathy, blindsense 40 ft., DR 10/silver and piercing, low-light vision, scent, trapfinding, evasion, trap sense +1, uncanny dodge, seamanship +1; AL CE; SV Fort +13, Ref +19, Will +8; Str 21, Dex 28, Con 20, Int 15, Wis 12, Cha 12
Skills and Feats: Appraise +10, Balance +16, Bluff +6, Climb +12 (+14 with rope), Control Shape +3, Hide +20, Intimidate +8, Jump +14, Listen +16, Move Silently +20, Profession (sailor) +15, Search +7, Sleight of Hand +16, Speak Language (grabenite, sithican, vaasi), Spot +16, Swim +12, Tumble +16, Use Rope +14; Alertness{B}, Dodge, Iron Will{B}, Mobility, Quick Draw, Skill Focus (Profession [sailor]), Spring Attack, Stealthy{B}, Two-Weapon Fighting{B}, Weapon Finesse
Special Qualities: Alternate form, curse of lycanthropy (DC 18), damage reduction 10/silver and piercing, bat empathy, blindsense 40 ft., low-light vision, scent, +4 racial bonus on Listen and Spot checks (bonus lost if blindsense is negated). Sneak attack +3d6, trapfinding, evasion, trap sense +1, uncanny dodge. Seamanship +1.

Possessions: Masterwork leather armor, +1 rapier, +1 main-gauche, cloak of resistance +2, gloves of dexterity +2, potion of cure light wounds x2, ring of protection +2.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Sources: Darklords (2E), Domains of Dread (2E), PHB 3.5, DMG 3.5, MM 3.5, Ravenloft Campaign Setting (3E), Lost Empires of Faerun (3.5E), and Complete Adventurer (3.5E).
Here are some more Darklords. Enjoy.


Draga Salt-Biter, Darklord of Saragoss: Male Human Wereshark Clr7/Waveservant 3 of Umberlee; CR 14; Medium Humanoid (Aquatic, Human, Shapechanger); AL NE; three alternate forms.

Human Form: HD 10d8+30 plus 7d8+14; hp 116; Init +6; Spd 30 ft., swim 30 ft.; AC 14 (touch 12, flat-footed 12); Base Atk +12; Grp +17; Face/Reach 5 ft./5 ft.; SA Rebuke undead 6/day, aquatic servants 6/day, sahuagin rage 1/day; SQ Alternate form, blindsense 30 ft. (underwater only), shark empathy, low-light vision, scent, aura of evil, ocean spells, water breathing, drowned legion, freedom of movement (underwater only); AL NE; SV Fort +18, Ref +10, Will +16; Str 20, Dex 15, Con 16, Int 13, Wis 22, Cha 17
Skills and Feats: Concentration +8, Control Shape +12, Intimidate +7, Jump +8, Knowledge (nature) +6, Knowledge (religion) +6, Listen +15, Profession (sailor) +15, Speak Language (chondathan, aquan), Spot +15, Survival +10 (+12 aboveground), Swim +12; Alertness{B}, Endurance, Great Fortitude{B}, Improved Iniative{B}, Iron Will{B}, Martial Weapon Proficiency (trident), Quicken Change, Surrogate Spellcasting, Weapon Focus (trident)
Special Qualities: Alternate form, blindsense 30 ft. (underwater only), shark empathy, low-light vision, scent. Aura of evil (aura equals cleric level), rebuke undead as 7th level cleric (+2 to rebuke checks) 6/day. Ocean spells, water breathing, drowned legion (+4 to turning damage vs. undead in water), freedom of movement (underwater only), aquatic servants (rebuke or command aquatic creatures) 6/day, sahuagin rage 1/day.
Sahuagin Rage: During his rage, Draga Salt-Biter has the following statistics instead of those given above: hp 144; AC 12 (touch 10, flat-footed 10); Grp +19; SV Fort +20, Will +18; Str 24, Con 20. Skills: Concentration +10, Jump +10, Swim +14. The rage lasts for 8 rounds, after which Draga Salt-Biter is fatigued.
Cleric Spells Prepared (6/6+1/6+1/4+1/4+1/3+1; base DC = 16 + spell level; caster level 10th).
*Domain spell. Deity: Umberlee. Domains: Ocean (water breathing 70 rounds), Storm (resistance to electricity 5).

Hybrid Form: Large Humanoid (Aquatic, Human, Shapechanger); HD 10d8+30 plus 7d8+14; hp 116; Init +8; Spd swim 60 ft.; AC 19 (touch 13, flat-footed 15); Base Atk +12; Grp +20; Atk +19 melee (1d6+8, claw); Full Atk +19 melee (1d6+8, 2 claws) and +14 melee (1d8+4, bite); Face/Reach 10 ft./10 ft.; SA Curse of lycanthropy, rebuke undead 6/day, aquatic servants 6/day, sahuagin rage 1/day; SQ Alternate form, blindsense 30 ft. (underwater only), shark empathy, DR 10/petrified wood or silver, low-light vision, keen scent, aura of evil, ocean spells, water breathing, drowned legion, freedom of movement (underwater only); AL NE; SV Fort +19, Ref +12, Will +16; Str 26, Dex 19, Con 18, Int 13, Wis 22, Cha 17
Skills and Feats: Concentration +9, Control Shape +12, Intimidate +7, Jump +11, Knowledge (nature) +6, Knowledge (religion) +6, Listen +15, Profession (sailor) +15, Speak Language (chondathan, aquan), Spot +15, Survival +10 (+12 aboveground), Swim +21; Alertness{B}, Endurance, Great Fortitude{B}, Improved Iniative{B}, Iron Will{B}, Martial Weapon Proficiency (trident), Quicken Change, Surrogate Spellcasting, Weapon Focus (trident)
Special Qualities: Alternate form, curse of lycanthropy (DC 18), damage reduction 10/petrified wood or silver, blindsense 30 ft. (underwater only), shark empathy, low-light vision, keen scent, +8 racial bonus on Swim checks. Aura of evil (aura equals cleric level), rebuke undead as 7th level cleric (+2 to rebuke checks) 6/day. Ocean spells, water breathing, drowned legion (+4 to turning damage vs. undead in water), freedom of movement (underwater only), aquatic servants (rebuke or command aquatic creatures) 6/day, sahuagin rage 1/day.
Sahuagin Rage: During his rage, Draga Salt-Biter has the following statistics instead of those given above: hp 144; AC 17 (touch 11, flat-footed 13); Grp +22; Atk +21 melee (1d6+10, claw); Full Atk +21 melee (1d6+10, 2 claws) and +16 melee (1d8+5, bite); SV Fort +21, Will +18; Str 30, Con 22. Skills: Concentration +11, Jump +13, Swim +25. The rage lasts for 9 rounds, after which Draga Salt-Biter is fatigued.
Cleric Spells Prepared (6/6+1/6+1/4+1/4+1/3+1; base DC = 16 + spell level; caster level 10th).
*Domain spell. Deity: Umberlee. Domains: Ocean (water breathing 70 rounds), Storm (resistance to electricity 5).

Shark Form: Large Humanoid (Aquatic, Human, Shapechanger); HD 10d8+30 plus 7d8+14; hp 116; Init +8; Spd swim 60 ft.; AC 19 (touch 13, flat-footed 15); Base Atk +12; Grp +20; Atk +19 melee (1d8+8, bite); Full Atk +19 melee (1d8+8, bite); Face/Reach 10 ft./5 ft.; SA Curse of lycanthropy, rebuke undead 6/day, aquatic servants 6/day, sahuagin rage 1/day; SQ Alternate form, blindsense 30 ft. (underwater only), shark empathy, DR 10/petrified wood or silver, low-light vision, keen scent, aura of evil, ocean spells, water breathing, drowned legion, freedom of movement (underwater only); AL NE; SV Fort +19, Ref +12, Will +16; Str 26, Dex 19, Con 18, Int 13, Wis 22, Cha 17
Skills and Feats: Concentration +9, Control Shape +12, Intimidate +7, Jump +11, Knowledge (nature) +6, Knowledge (religion) +6, Listen +15, Profession (sailor) +15, Speak Language (chondathan, aquan), Spot +15, Survival +10 (+12 aboveground), Swim +21; Alertness{B}, Endurance, Great Fortitude{B}, Improved Iniative{B}, Iron Will{B}, Martial Weapon Proficiency (trident), Quicken Change, Surrogate Spellcasting, Weapon Focus (trident)
Special Qualities: Alternate form, curse of lycanthropy (DC 18), damage reduction 10/petrified wood or silver, blindsense 30 ft. (underwater only), shark empathy, low-light vision, keen scent, +8 racial bonus on Swim checks. Aura of evil (aura equals cleric level), rebuke undead as 7th level cleric (+2 to rebuke checks) 6/day. Ocean spells, water breathing, drowned legion (+4 to turning damage vs. undead in water), freedom of movement (underwater only), aquatic servants (rebuke or command aquatic creatures) 6/day, sahuagin rage 1/day.
Sahuagin Rage: During his rage, Draga Salt-Biter has the following statistics instead of those given above: hp 144; AC 17 (touch 11, flat-footed 13); Grp +22; Atk +21 melee (1d8+10, bite); Full Atk +21 melee (1d8+10, bite); SV Fort +21, Will +18; Str 30, Con 22. Skills: Concentration +11, Jump +13, Swim +25. The rage lasts for 9 rounds, after which Draga Salt-Biter is fatigued.
Cleric Spells Prepared (6/6+1/6+1/4+1/4+1/3+1; base DC = 16 + spell level; caster level 10th).
*Domain spell. Deity: Umberlee. Domains: Ocean (water breathing 70 rounds), Storm (resistance to electricity 5).

Possessions: Ring of air breathing.
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Grey
Note: Domain powers – Draga can use an epic version of animate dead that animates all beings slain within the last 24 hours in Saragoss. He can also control weather at will. Domain weakness – Draga can no longer breathe air and must rely on his ring of air breathing that only functions for 2 hours, although the duration does not have to be used all at once and can be broken up into smaller increments as small as 1 round.
Sources: Islands of Terror (2E), Domains of Dread (2E), PHB 3.5, DMG 3.5, MM 3.5, Ravenloft Campaign Setting (3E), Lost Empires of Faerun (3.5E), Faiths and Pantheons (3E), and Savage Species (3E).



Diamabel, Darklord of Pharazia: Male Human Ftr11/Divine Champion 5; CR ?; Medium Outsider (Augmented Humanoid, Native, Shapechanger); AL CE; two alternate forms.

Day Form: HD 16d10+30; hp 122; Init +9; Spd 30 ft., fly 60 ft. (average).; AC 28 (touch 15, flat-footed 23); Base Atk +16; Grp +21; Atk +25 melee (2d4+12/15-20, Spiritburner); Full Atk +25/+20/+15/+10 melee (2d4+12/15-20, Spiritburner) and +16 melee (1d4+2 plus stun, 2 wing buffets); Face/Reach 5 ft./5 ft.; SA Aura of fear, divine wrath 1/day, smite infidel 1/day, wing buffet; SQ Alternate form, DR 15/good and magic, darkvision 60 ft., lay on hands, regeneration 5, sacred defense +2, SR 12; AL CE; SV Fort +14, Ref +11, Will +7; Str 21, Dex 20, Con 17, Int 15, Wis 13, Cha 19
Skills and Feats: Climb +12, Diplomacy +13, Handle Animal +9, Intimidate +13, Jump +12, Knowledge (nobility and royalty) +7, Knowledge (religion) +10, Listen +3, Ride (horse) +17, Sense Motive +6, Speak Language (pharazian, abyssal, celestial), Spot +3, Swim +12; Cleave, Combat Expertise, Dodge, Improved Critical (great scimitar [falchion]), Improved Iniative, Iron Will, Leadership, Lightning Reflexes, Mobility, Mounted Combat, Power Attack, Spring Attack, Weapon Focus (great scimitar [falchion]), Weapon Specialization (great scimitar [falchion]), Whirlwind Attack
Special Qualities: Alternate form, aura of fear (at will, creatures in a 60-foot radius must succeed on a DC 22 Will save or be affected as though by a fear spell from a 16th-level sorcerer. A creature that successfully saves cannot be affected again by the same aura for 24 hours), regeneration 5 (takes normal damage from good-aligned magic weapons and from spells or effects with the good descriptor), wing buffet (DC 19 Will save or be stunned for 1 round). Lay on hands (heal 20 hp), sacred defense +2, smite infidel (+4 on attack, +5 on damage), divine wrath (DR 5/-, +3 profane bonus on attack, damage and saves for 4 rounds).
Height: 7’, Weight: Unknown, Hair: Silvery-white, Eyes: Blue

Night Form: Medium Undead (Augmented Humanoid, Native, Shapechanger); HD 16d12; hp 122; Init +9 (+11 with attuned mount); Spd 30 ft., fly 50 ft. (poor); AC 32 (touch 19, flat-footed 27); Base Atk +16; Grp +21; Atk +25 melee (2d4+12/15-20, Spiritburner) or +21 melee (1d8+5 plus rotting touch, claw); Full Atk +25/+20/+15/+10 melee (2d4+12/15-20, Spiritburner) and +16 melee (1d4+2 plus stun plus rotting touch, 2 wing buffets) or +21 melee (1d6+5 plus rotting touch, 2 claws) and +16 melee (1d4+2 plus stun plus rotting touch, 2 wing buffets); Face/Reach 5 ft./5 ft.; SA Aura of fear, divine wrath 1/day, rotting aura, rotting touch, smite infidel 1/day, wing buffet; SQ Alternate form, DR 15/good and magic, lay on hands, regeneration 5, sacred defense +2, SR 12, undead traits, unholy grace; AL CE; SV Fort +15, Ref +15, Will +11; Str 21, Dex 20, Con -, Int 15, Wis 13, Cha 19
Skills and Feats: Climb +12, Diplomacy +13, Handle Animal +9, Intimidate +13, Jump +12, Knowledge (nobility and royalty) +7, Knowledge (religion) +10, Listen +3, Ride (horse) +17, Sense Motive +6, Speak Language (pharazian, abyssal, celestial), Spot +3, Swim +12; Cleave, Combat Expertise, Dodge, Improved Critical (great scimitar [falchion]), Improved Iniative, Iron Will, Leadership, Lightning Reflexes, Mobility, Mounted Combat, Power Attack, Spring Attack, Weapon Focus (great scimitar [falchion]), Weapon Specialization (great scimitar [falchion]), Whirlwind Attack
Special Qualities: Alternate form, aura of fear (at will, creatures in a 60-foot radius must succeed on a DC 22 Will save or be affected as though by a fear spell from a 16th-level sorcerer. A creature that successfully saves cannot be affected again by the same aura for 24 hours), regeneration 5 (takes normal damage from good-aligned magic weapons and from spells or effects with the good descriptor), rotting aura (when not flying, any corporeal being on the ground within 15 ft. must make a DC 22 Reflex save each round or take 5d6 rotting damage [half on a successful save], then a DC 22 Will save or be nauseated for 1 round, Diamabel heals 5 points of damage for every creature that takes damage each round), rotting touch (if a single foe that is hit by more than one natural attack in a round takes an extra 1d6+6 rotting damage and Diamabel is healed 5 points of damage), unholy grace (+4 to saves and deflection bonus to AC), wing buffet (DC 19 Will save or be stunned for 1 round). Lay on hands (heal 20 hp), sacred defense +2, smite infidel (+4 on attack, +5 on damage), divine wrath (DR 5/-, +3 profane bonus on attack, damage and saves for 4 rounds).
Height: 7’, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Possessions: Spiritburner (+3 flame tongue great scimitar [falchion]).
Note: Diamabel starting scores were Str 15, Dex 16, Con 15, Int 15, Wis 13, Cha 15 with sixteen levels he gains 4 ability scores increases (2 to Str, 2 to Dex). His transformation has given him Str +4, Dex +2, Con +2, Cha +4. He has a natural armor bonus of +13. I used the angel of decay from Libris Mortis to simulate some of his nighttime capabilities.
Sources: Islands of Terror (2E), Domains of Dread (2E), PHB 3.5, DMG 3.5, MM 3.5, Ravenloft Campaign Setting (3E), Libris Mortis (3.5E), and Dragon Magazine #325.



King Crocodile, Darklord of the Wildlands: Male Dire Crocodile; CR ?; Huge Magical Beast; HD 12d8+60; hp 156; Init +8; Spd 50 ft., swim 100 ft.; AC 26 (touch 12, flat-footed 22); Base Atk +9; Grp +27; Atk +17 melee (3d8+15/19-20, bite) or +17 melee (1d12+15, tail slap); Full Atk +17 melee (3d8+15/19-20, bite) or +17 melee (1d12+15, tail slap); Face/Reach 15 ft./10 ft.; SA Aura of wounding, improved grab, pounce, rage, trample 2d8+15, trip; SQ Blindsense 20 ft., DR 10/-, hold breath, low-light vision, scent, sprint, SR 12; AL CE; SV Fort +13, Ref +12, Will +10; Str 30, Dex 19, Con 21, Int 17, Wis 14, Cha 13
Skills and Feats: Hide +21, Listen +27, Move Silently +29, Speak Language (any human tongue), Spot +27, Swim +38; Alertness, Endurance, Improved Critical (bite){B}, Improved Iniative, Improved Natural Attack (bite), Stealthy
Special Qualities: Aura of wounding (any nonevil living creature in a 20-foot radius lose 2 hp per round), +8 racial bonus on Hide, Listen, Move Silently, Spot, and Swim checks, trample (Reflex half DC 25).
Possessions: None
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Note: King Crocodile is affected by the sleeping sickness. At the moment there is no ability damage but in time it may affect some of his scores. All of his special attacks and special defenses except for aura of wounding, DR 10/-, and SR 10 are based on those from animals.
Sources: Islands of Terror (2E), Domains of Dread (2E), PHB 3.5, DMG 3.5, MM 3.5, and Ravenloft Campaign Setting (3E).


Captain Pieter van Riese, Darklord of the Sea of Sorrows: Male Human Ghost [5th Magnitude] Exp9/Ari5; CR 18; Medium Undead (Augmented Humanoid, Incorporeal); HD 14d12; hp 96; Init +8; Spd fly 30 ft. (perfect); AC 22 (touch 22, flat-footed 18) or 14 (touch 14, flat-footed 10); Base Atk +9; Grp +13; Atk +13 melee (1d6 plus energy drain, incorporeal touch) or +13 melee (1d6+4 plus energy drain, incorporeal touch against ethereal foes); Full Atk +13/+8 melee (1d6 plus energy drain, incorporeal touch) or +13/+8 (1d6+4 plus energy drain, incorporeal touch against ethereal foes); Face/Reach 5 ft./5 ft.; SA Corrupting touch, energy drain, manifestation; SQ Darkvision 60 ft., incorporeal traits, rejuvenation, salient abilities, SR 26, +4 turn resistance, undead traits; AL NE; SV Fort +6, Ref +8, Will +9; Str 18, Dex 18, Con -, Int 14, Wis 9, Cha 26
Skills and Feats: Appraise +11, Balance +15, Climb +13 (+15 with rope), Craft (shipmaking) +11, Diplomacy +15, Hide +12, Intimidate +20, Jump +13, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +11, Listen +12, Profession (sailor) +15, Search +19, Sense Motive +4, Speak Language (mordentish, lamordian, darkonese), Spot +12, Swim +18, Use Rope +9; Daunting Presence, Ghostly Grasp, Great Fortitude, Improved Iniative, Quicken Manifestation, Stormheart
Special Qualities: Energy drain (two levels, DC 25 to remove), salient abilities (commanding appearance [DC 25], command undead, entrancing appearance [DC 25], mind games, phantom shift).
Possessions: the Relentless.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Sources: Domains of Dread (2E), PHB 3.5, DMG 3.5, MM 3.5, Ravenloft Campaign Setting (3E), Libris Mortis (3E), Player's Guide to Faerun (3.5E), Monstrous Compendium: Monsters of Faerun (3E), and Arms and Equipment Guide (3E).

The Relentless: Masterwork sailing vessel [brigantine]; Colossal vehicle; Profession (sailor) +4; Spd wind x 25 ft. (nautical average); Overall AC –3; Section hp 55 (hardness 5); Section AC 3; Rigging 85 hp (hardness 0), AC 1; Ram 12d6; Face 80 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); Crew 20; Cargo 150 tons (Spd wind x 20 ft. if 75 tons or more); Cost 25,300 gp
Equipment: Launch vehicle, masterwork controls.



Gregor Zolnik, Darklord of Vorostokov: Male Vos Human Rgr5/Berserk 3; CR 8; Medium Humanoid (Human); AL CE; three alternate forms.

Human Form: HD 5d8+10 plus 3d12+6; hp 61; Init +2; Spd 40 ft.; AC 14 (touch 12, flat-footed 12); Base Atk +7; Grp +11; Atk +15 melee (1d10+9/19-20, Ilyana); Full Atk +15/+10 melee (1d10+9/19-20, Ilyana); Face/Reach 5 ft./5 ft.; SA Favored enemy (humanoid [human], animal), battle fury 1/day; SQ Wild empathy +9, animal companion, DR 1/-, beast shape (wolf) 1/day; AL CE; SV Fort +9, Ref +7, Will +1; Str 18, Dex 14, Con 15, Int 12, Wis 8, Cha 15
Skills and Feats: Climb +9, Handle Animal +7, Hide +7, Intimidate +7, Jump +9, Knowledge (geography) +6, Knowledge (nature) +8, Listen +4, Move Silently +7, Ride (horse) +9, Search +6, Speak Language (vos, goblin), Spot +4, Survival +10 (+12 to avoid getting lost, aboveground, and follow tracks), Swim +9; Animal Affinity (snakes and wolves){B}, Bloodline (Azrai, minor, 11), Cleave, Endurance{B}, Power Attack, Track{B}, Two-Weapon Fighting{B}, Weapon Focus (bastard sword)
Special Qualities: Wild empathy +9, favored enemy (humanoid [human] +4, animal +2), animal companion (wolf). Battle fury 1/day, fast movement, DR 1/-, beast shape (wolf) 1/day
Battle Fury: During his fury, Gregor Zolnik has the following statistics instead of those given above: hp 85; AC 12 (touch 10, flat-footed 10); Grp +14; Atk +18 melee (1d10+13/19-20, Ilyana); Full Atk +18/+13 melee (1d10+13/19-20, Ilyana); SV Fort +12, Will +4; Str 24, Con 21. Skills: Climb +12, Jump +12, Swim +12. The rage lasts for 8 rounds, after which Gregor Zolnik is fatigued.

Hybrid Form: HD 5d8+10 plus 3d12+6; hp 69; Init +2; Spd 40 ft.; AC 14 (touch 12, flat-footed 12); Base Atk +7; Grp +11; Atk +16 melee (1d10+10/19-20, Ilyana); Full Atk +16/+11 melee (1d10+10/19-20, Ilyana); Face/Reach 5 ft./5 ft.; SA Favored enemy (humanoid [human], animal), battle fury 1/day; SQ Wild empathy +9, animal companion, DR 1/-, beast shape (wolf) 1/day; AL CE; SV Fort +10, Ref +7, Will +1; Str 20, Dex 14, Con 17, Int 12, Wis 8, Cha 15
Skills and Feats: Climb +10, Handle Animal +7, Hide +7, Intimidate +7, Jump +10, Knowledge (geography) +6, Knowledge (nature) +8, Listen +4, Move Silently +7, Ride (horse) +9, Search +6, Speak Language (vos, goblin), Spot +4, Survival +10 (+12 to avoid getting lost, aboveground, and follow tracks), Swim +10; Animal Affinity (snakes and wolves){B}, Bloodline (Azrai, minor, 11), Cleave, Endurance{B}, Power Attack, Track{B}, Two-Weapon Fighting{B}, Weapon Focus (bastard sword)
Special Qualities: Wild empathy +9, favored enemy (humanoid [human] +4, animal +2), animal companion (wolf). Battle fury 1/day, fast movement, DR 1/-, beast shape (wolf) 1/day

Wolf Form: HD 5d8+10 plus 3d12+6; hp 61; Init +2; Spd 50 ft.; AC 14 (touch 12, flat-footed 12); Base Atk +7; Grp +11; Atk +8 melee (1d6+1, bite); Full Atk +8 melee (1d6+1, bite); Face/Reach 5 ft./5 ft.; SA Favored enemy (humanoid [human], animal), battle fury 1/day, trip; SQ Wild empathy +9, animal companion, DR 1/-, beast shape (wolf) 1/day; AL CE; SV Fort +9, Ref +7, Will +1; Str 13, Dex 15, Con 15, Int 12, Wis 8, Cha 15
Skills and Feats: Climb +6, Handle Animal +7, Hide +7, Intimidate +7, Jump +6, Knowledge (geography) +6, Knowledge (nature) +8, Listen +4, Move Silently +7, Ride (horse) +9, Search +6, Speak Language (vos, goblin), Spot +4, Survival +10 (+12 to avoid getting lost, aboveground, and follow tracks), Swim +6; Animal Affinity (snakes and wolves){B}, Bloodline (Azrai, minor, 11), Cleave, Endurance{B}, Power Attack, Track{B}, Two-Weapon Fighting{B}, Weapon Focus (bastard sword)
Special Qualities: Wild empathy +9, favored enemy (humanoid [human] +4, animal +2), animal companion (wolf). Battle fury 1/day, fast movement, DR 1/-, beast shape (wolf) 1/day. Trip.

Possessions: Wolf pelt (as masterwork leather armor), Ilyana.
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Unknown
Note: Gregor can only assume beast shape if he has a wolf pelt to don. I used the Berserk prestige class from Deities and Demigods to substitute the abilities of the Loup du Noir. It seems to be a good fit.
Sources: Domains of Dread (2E), PHB 3.5, DMG 3.5, MM 3.5, Ravenloft Campaign Setting (3E), Libris Mortis (3E), Deities and Demigods (3E), and Dragon #315.

Ilyana: This +3 bastard sword, whose name means “Reaver” in Vos, allows the user to heal (self only) once a day.
Moderate conjuration; CL 11th; Craft Magic Arms and Armor, heal; Price 44,735 gp


Tsien Chiang, Darlord of I’Cath: Female Shou Human Wu Jen 20; CR 20 (?); Medium Humanoid (Human); HD 20d4+40; hp 91; Init +3; Spd 30 ft.; AC 23 (touch 15, flat-footed 20); Base Atk +10; Grp +10; Face/Reach 5 ft./5 ft.; SQ Watchful spirit, elemental mastery (wood), shapechange (treant), spell secrets, taboos; AL NE; SV Fort +8, Ref +9, Will +17; Str 11, Dex 17, Con 15, Int 26, Wis 21, Cha 18
Skills and Feats: Bluff +11, Concentration +25 (+29 when casting defensively), Craft (alchemy) +18, Craft (poisonmaking) +13, Intimidate +13, Knowledge (arcana) +31, Knowledge (architecture and engineering) +13, Knowledge (dungeoneering) +13, Knowledge (geography) +13, Knowledge (history-Shou Lung) +18, Knowledge (local) +18, Knowledge (nature) +18, Knowledge (nobility and royalty) +18, Knowledge (religion) +18, Knowledge (spirits) +23, Profession (scribe) +10, Speak Language (shou, buso, draconic, dwarven, giant, hengeyokai, kappa, spirit tongue, yuan-ti), Spellcraft +33; Combat Casting, Corrupt Spell, Craft Wondrous Item, Empower Spell, Eschew Materials, Persuasive, Quicken Spell, Scribe Scroll, Spell Focus (necromancy)
Special Qualities: Watchful spirit, elemental mastery (wood), spell secrets x5, taboos x6. Shapechange (treant only) at will.
Wu Jen Spells Prepared (4/6/6/6/6/5/5/5/5/4; base DC = 18 + spell level; DC 19 + spell level with necromancy spells; caster level 20th).
Possessions: As Darklord of I’Cath and a powerful wu jen, Tsien Chiang has access to an incredible amount of resources.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Note: Tsien Chang has all the benefits associated with venerable age.
Sources: Domains of Dread (2E), Islands of Terror (2E), PHB 3.5, DMG 3.5, MM 3.5, Ravenloft Campaign Setting (3E), and Complete Arcane (3.5E).
Thank you very much for these Green Giant!!!!
And thank you for Zolnik!

Want to post it at the FoS, too?
we are in a campaign, now for 1,5 years, ingame and realtime wise aprox...
the party is based in Nova Vaasa, with a little village created by the pc group 2/3 rd from kantora towards bergovista.
there is a major invasion at hand by an army from a new domain, wich we dont know where it is or why, but we have met the 3 rulers of that country as they have visited the party in hopes to get the pc's to work for them and get them the artifacts they need.
they need the artifacts because the is going to be a demonic invasion and they think the only way to stop it is to put an army together led by a undead champion...
the pc's are not in agreeance if this is really the only way....and have to find a way to stop the invasion but also to keep the 3 undead leaders from afterwards ontrolling all of ravenloft...
we have yet to meet any ruler yet....(but this could happen in the form of meeting prince Othmar, because 1 pc is the "mayor"of the little town we created and has plans to create a little elite army for the protection of the village and the comming war and such)
(but i am not sure if the prince is the DL)
i (fighter1/ witch9) am thinking of asking help from other rulers and such to help them stay in power instead of masses of clones running rampant and trying to control the world....in the name of 3 ass.... :D

do any of u have an idea of how to go to work with this as a pc?,
1 of the other pc's has 1 of the artifacts but its use has made him a bit like a undead, and if he continues to use it he will become a full undead of some sorts...
and we pc's dont want that to happen ...

our party at this moment consists of:
1 human (from a half vistani and a Mulan hazlani)female fighter1/ witch
(resisdent from Tepest),
1 male chessentan cleric2(Mystra), rouge1, wizard(abjurer)8
1 cleric10 of a dm made god, and a cleric10 of the flame of ....from Ebberon,
and some additional stuff via leadership and such...
How do you figure challenge ratings for the Darklords? Are they a direct calculation of how dangerous they are in physical combat? I noticed that Azalin's CR is slightly lower than Strahd von Zarovich's CR, which makes sense if you're talking about toe-to-toe combat. But Azalin's influence covers a far greater sphere, especially through his control of the Karget, etc.

In this case, Arijani's CR seems a little high, although if we're talking about something that can cast divine magic as well as arcane magic, and comes with the extreme proficiency in illusion magic that Arijani has, then that could well make him a very dangerous foe.

So does the CR take into account background powers and potentials? or does it just focus on how tough the actual combat was?
So does the CR take into account background powers and potentials? or does it just focus on how tough the actual combat was?

It's purely a measure of individual combat prowess.
Thanks.

I do remember going through all the black box and red box Ravenloft darklords' ability scores, and seeing who had the highest totals.

If I recall correctly, Arijani's six ability scores had the highest total, by quite a margin. Ankhtepot came a distant second.

Of course, such a comparison would mean little now that 3rd edition has undead without a Constitution score.
How about doing one of my faves: Lemott Sediam Juste?
Would you mind statting up Bluebeard for me?

He's always been one of my favourite darklords, and I feel that he's been screwed over royally in 3.0 and 3.5 Edition.
And could you state up the Staunton Bluff DL too, please?

I am doing the saem thing already, but since I am low-rules usually, I fear that I'll do some errors...
I don't have the Darklords accessory which presumably contains Bluebeard's stats to convert so I'm afraid I can't post him. However I do have the Islands of Terror accessory which contains the domains of Scaena and Staunton Bluff and the stats of its Darklords which I can convert. It will take me some time however so please be patient.
I don't have the Darklords accessory which presumably contains Bluebeard's stats to convert so I'm afraid I can't post him. However I do have the Islands of Terror accessory which contains the domains of Scaena and Staunton Bluff and the stats of its Darklords which I can convert. It will take me some time however so please be patient.

:D I am very happy that you do it, no matter how long it takes... Though as the campaign is starting this winter, it might beuseful if you completed it some time before so we can exchange our concepts. :whatsthis
Here are two requested Darklords. Enjoy.


Sir Torrence Bleysmith, Darklord of Staunton Bluffs: Male Human Ghost [4th Magnitude] Ari5/Ftr2/Wiz3; CR 13; Medium Undead (Augmented Humanoid, Incorporeal); HD 10d12; hp 68; Init +3; Spd fly 30 ft. (perfect); AC 20 (touch 20, flat-footed 17) or 13 (touch 13, flat-footed 10); Base Atk +6; Grp +8; Atk +9 melee (1d6, incorporeal touch) or +8 melee (1d6+2, incorporeal touch against ethereal foes); Full Atk +9/+4 melee (1d6, incorporeal touch) or +8/+3 (1d6+2, incorporeal touch against ethereal foes); Face/Reach 5 ft./5 ft.; SA Corrupting touch, manifestation; SQ Darkvision 60 ft., incorporeal traits, rejuvenation, salient abilities, turn immunity, undead traits; AL LE; SV Fort +5, Ref +5, Will +11; Str 14, Dex 17, Con -, Int 19, Wis 19, Cha 24
Skills and Feats: Bluff +20, Climb +7, Diplomacy +24, Disguise +10 (+12 acting), Forgery +7, Gather Information +11, Handle Animal +12, Intimidate +15, Jump +7, Knowledge (arcana) +10, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nobility and royalty) +14, Listen +9, Ride (horse) +10, Sense Motive +12, Speak Language (mourette, avergne), Spellcraft +12, Spot +9; Able Learner, Combat Expertise, Dodge, Improved Feint, Persuasive, Scribe Scroll{B}, Weapon Finesse, Weapon Focus (rapier)
Special Qualities: Salient abilities (command undead as 10th-level cleric [only those who have been betrayed by him], corrupting touch, manifestation [unable to manifest during the day except during thunderstorms or when his body is threatened], telekinesis [DC 22]).
Wizard Spells Prepared (4/3/2; base DC = 14 + spell level; caster level 3rd). [Unable to cast any spells due to being a ghost and lack of a spellbook].
Possessions: None.
Description: Sir Torrence Bleysmith appears as a tall, long-haired man dressed in a noble’s finery. He wears a long, brocaded coat over a ruffled shirt, black leather breeches, and tall leather boots with spurs. All of which is dull and and faded because of its supernatural character. His finely-shaped features have grief and rage etched into them and his deep eye sockets are entirely empty, although they glow with an eerie, spectral fire when his temper is aroused. His physique, impressive in life, is no less so in the afterlife. A noose hangs around his broken neck; the end of the short rope frayed and worn as if it took some time for it to snap. The hemp noose has torn and abraded the already deformed neck of Bleysmith, apparently ready to saw completely through his neck. His left arm is twisted, looking as if some force had smashed it with a large blunt, object. It hangs uselessly at his side, floating in the ethereal currents. It only adds to the aura of wrath that surrounds Bleysmith, lending him an air of helpless fury.
Sources: Islands of Terror (2E), PHB 3.5, DMG 3.5, MM 3.5, Ravenloft Campaign Setting (3E), and Races of Destiny (3.5E).
Note: Sir Torrence Bleysmith can be injured as normal as well as by inflicting damage to his skeletal remains. Both forms of attacks do not permanently destroy him. Only by claiming the western half of Staunton Bluffs in the name of the Bleysmiths, and then laying his remains to rest with holy water sprinkled on his bones, followed by a bless or similar spell, and finally a remove curse can Bleysmith be ultimately destroyed.



Lemot Sediam Juste, Darklord of Scaena: Male Human Ill4/Brd4; CR 6; Medium Humanoid (Human); HD 4d4-4 plus 4d6-4; hp 17; Init +6; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +5; Grp +3; Atk +7 melee (1d6-2/18-20, masterwork rapier); Full Atk +7 melee (1d6-2/18-20, masterwork rapier); Face/Reach 5 ft./5 ft.; SQ Bardic knowledge +4, bardic music (countersong, fascinate, inspire courage +1, inspire competence), familiar; AL CE; SV Fort +1, Ref +7, Will +10; Str 7, Dex 15, Con 8, Int 20, Wis 15, Cha 17
Skills and Feats: Appraise +8, Bluff +10, Concentration +9, Craft (playwright) +15, Decipher Script +10, Disguise +10 (+12 acting), Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (local) +12, Listen +7, Perform (act) +14, Sense Motive +7, Sleight of Hand +9, Speak Language (common), Spellcraft +14; Imroved Iniative, Scribe Scroll{B}, Skill Focus (Perform [act]), Spell Focus (illusion), Weapon Finesse
Special Qualities: Familiar as 4th-level wizard. Bardic knowledge +11, bardic music (countersong, fascinate, inspire courage +1, inspire competence).
Wizard Spells Prepared (5/5/4; base DC = 15 + spell level; DC 16 + spell level with illusion spells; caster level 4th).
Bard Spells Known (3/3/1; base DC = 13 + spell level; DC 14 + spell level with illusion spells; caster level 4th): 0-dancing lights, ghost sound, mage hand, mending, open/close, prestidigitation; 1st-disguise self, erase, ventriloquism; 2nd-enthrall, suggestion.
Possessions: Masterwork rapier, spellbook, disguise kit.
Description: Lemot Sediam Juste is approximately six and a half feet tall. His weight is certainly not proportional with his height, for his frame appears nearly skeletal. His skin holds an unhealthy, sickly pallor, which easily flushes with hectic color when he excites himself. While acting, he hides his long, thin, greasy, black hair under a wig or hat. His eyes are deep black pools, mesmerizing whose who approach too closely. Usually, ink spatters his clothing, for manic writing does not allow the extra time for cleanliness. His personality however radiates a certain degree of magnetism though moderately grating.
Sources: Islands of Terror (2E), PHB 3.5, DMG 3.5, and Ravenloft Campaign Setting (3E).
Note: Lemot Sediam Juste’s plays come to life upon the stage and any person who finds himself upon it finds himself trapped and playing a role in that play. This is treated as a limited wish spell but Lemot can only create illusions with a Will save DC of 18 (DC = 10 + ½ Juste’s character level + Cha modifier + 1 Spell Focus [illusion]). A character must make a successful Will save to escape the stage with a failure resulting in the character trapped for one day by the amount he or she failed her save. The save DC increases by one for every day trapped upon the stage. A character can help others make their saves with a +4 bonus if he or she makes their save and successfully communicates this fact to others. Lemot can maintain three scenes upon the stage without any problem. If there are more characters than this and they decide to split up, Lemot can attempt to add more scenes but the Will save to disbelief is reduced by 4. If a character fails three Will saves, he or she becomes a permanent part of the play, doomed to act out the role of a minor character in Juste’s plays with the possibility of being erased from existence if Juste wills it. At that point only a character’s friends may be able to save him or her.

Lemot can only be permanently destroyed by killing him and then burning his theater down.
Thank you a lot!



I know this is a lot of work!
Thank you for spending so much time in the service of others!

*This was indeed a short while! My conversion hasn't even begun.*

As I already announced it somewhere else, feel welcome to join the online PbP game *One Night in Staunton Bluffs* that will start this winter over at the FoS anytime.

Could you do a conversion of The Nightmare Man? Thanks in advance.
Hello.

I could not help but notice information about Ravenloft darklords being posted and wondered if anyone had a complete "current" sketch of Azalin as he would be used in the latest version of the game? All I have is from the 2nd edition.
Azalin's stats appear in both the 'Secrets of the Dread Realms' book and the Ravenloft Gazetteer II.
He's an 18th level straight wizard in both of these resources IIRC.
Could you do a conversion of The Nightmare Man? Thanks in advance.

I tried to convert the NM for my own purposes once, but I got bogged down right from the start ... because I couldn't even decide which 3E category of monster he'd fit best into! He looks like a humanoid, dresses like an undead and acts like a dream-stalking boogeyman (fey). For that matter, the Court as a whole contains beings who resemble one another more than any other D&D creature, yet on the face of it they range from undead (Ghost Dancer) all the way to magical beast (Rainbow Serpent)! Either we can lump them all together into "fey" or "outsider", as a default, or we can split them between categories and wind up with wildly-divergent stats for beings which, initially, differed far more in their tactics than their abilities. :-(

Until we know *WHAT* the Nightmare Man and his Court are -- i.e. a history for the Nightmare Lands is finally revealed -- I don't think it's even _possible_ to stat them out. If you've given the NM a background IYC, it's doable, since you'll know which category he belongs in in *your* games ... but be ready to see his homebrew statistics-block overturned, if an official origin for this darklord is ever released.
Seeing as dream spawn are Elementals (Dream), that might be a fitting choice for the members of the Court.
Thank you for the information. I have another question. Can any one tell me, or direct me to a place online where I can review the current "salient" powers that a person can choose from when creating a lich charater? In the past such powers included ones like animate dead, grasp of death, doom gaze, vortex of evil (which for the life of me I can't remember what that did), etc. Any help would be appreciated.

Thanks loads!!!
Can the "current" stats for Azalin be viewed online?
Hello Green Giant.

Can you provide the most current specs on Azalin? I would greatly appreciate anything you have. I am also looking for a run down on the most current "salient powers" and what they do that a person can choose from when creating a lich character.

If you can provide this, you're awesome.
Can the "current" stats for Azalin be viewed online?

Given the Gazetteer series is not 'public', I am afraid that would be a direct violation of the copyright.

Same thing for salient powers and all other stuff that have been printed in the 3E RL accessories.
Given the Gazetteer series is not 'public', I am afraid that would be a direct violation of the copyright.

Same thing for salient powers and all other stuff that have been printed in the 3E RL accessories.

I understand. I'm not looking to violate copyrighted information. I saw information posted from another member detailing other darklords and thought it was not a major concern. Perhaps the information was of an older edition than 3rd. But then again even 2nd ed would not be 'public' information, would it?

I recently read information posted on the net that listed the current salient powers and the descriptions, but cannot recall the site I was at.
I understand. I'm not looking to violate copyrighted information. I saw information posted from another member detailing other darklords and thought it was not a major concern. Perhaps the information was of an older edition than 3rd. But then again even 2nd ed would not be 'public' information, would it?

Oh, I didn't want to imply that it was what you were trying to do. I only wished to issue a friendly warning.

Forum members are free to post their own version of whatever Dark Lord they want (as Green Giant has done).. as long as it's different enough for the currently available material. After all, if Dicefreaks can post their own version of the Lords of Hell, it stands to reason others can do the same for other settings, eh? ;)
Oh, I didn't want to imply that it was what you were trying to do. I only wished to issue a friendly warning.

Fair enough ;) ... I considered as much from the start. I was more interested in obtaining a list of the salient powers and a brief description of each for my character(s) I'm trying to work up. I have a list of the old ones, but obviously they won't fit 3 or 3.5 versions.

I had hoped this was a do-able thing since you can find a lich template online in this site. They give you the basics, but not the "flesh out" enhancing items like salient powers. You'd think that would just be part of the process and general information.
I have a few questions about the up to date Azalin, and judging by the posts here they cant be answered via listing his stats, Sooo.. if anyone could answer a couple quests for me, pls contact me at this email address.

shawshanksk@hotmail

thanks! btw, thanks for the listings GreenGiant!! :D
I heard Soth was no longer Lord of Sithicus... is this true? That would seem... odd to me. To put it very mildly. I also heard WW did some other screwed up things with the setting.
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