St Kargoth has also been featured in Dragon #290 in 2001, mentioned in Dragon #291, 306 & 357, & made appearances in Living Greyhawk Gazeteer, Fiendish Codex I: Hordes of the Abyss, & Dungeon #150.
He currently wields Demogorgon's Bilious Sphere, though he once wielded a greatsword called Gorgorin the Shatterer. Lost when he battled Hainard of the Whiteguard, he continues to seek for his sword. He rides a glowing green chariot pulled by six nightmares, and spends much of his time away from his fortress serving Demogorgon's whims.
St Kargoth
the Betrayer
Medium undead, chaotic evil
Armor Class
18 (plate)
Hit Points 231
(22d8+132)
Speed 30
ft., fly 60 ft.
Str Dex Con Int Wis Cha
24 (+7) 15 (+2) 22 (+6) 16
(+3) 18 (+4) 22 (+6)
Saving Throws Dex +8, Wis +10, Cha +12
Skills Intimidation +12, Perception +10
Damage Resistances bludgeoning, piercing, and slashing
damage from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, poisoned
Senses truesight 120 ft., passive
Perception 20
Languages Abyssal, Common
Challenge 20
Legendary Resistance (3/Day). If St Kargoth fails a saving throw,
he can choose to succeed instead.
Magic Resistance. St Kargoth has advantage on saving
throws against spells and other magical effects.
Magic Weapons. St Kargoth’s weapon attacks are
magical.
Marshall Undead. Unless St Kargoth is incapacitated,
he and undead creatures of his choice within 60 feet of him have advantage on
saving throws against features that turn undead.
Spellcasting. St Kargoth is a 20th level
spellcaster. His spellcasting ability is Charisma (spell save DC 20, +12 to hit
with spell attacks). He has the following paladin spells prepared:
1st
level (4 slots): command, compelled duel, searing smite
2nd
level (3 slots): darkness, hold person
3rd
level (3 slots): dispel magic, elemental
weapon, hellish rebuke
4th
level (3 slots): banishment, blight,
staggering smite
5th
level (2 slots): banishing smite, destructive
wave (necrotic)
Actions
Multiattack. St Kargoth makes four attacks: three
with his longsword and one with his Bilious Sphere. If he is wielding only this
longsword, he makes 3 attacks with it.
Bilious Sphere. Melee Weapon Attack: +13 to hit,
reach 5 ft., one target. Hit: 10 (1d6+7) bludgeoning damage plus 7 (2d6) acid
damage and 18 (4d8) necrotic damage.
Longsword. Melee Weapon Attack: +13 to hit,
reach 5 ft., one target. Hit: 11 (1d8+7) slashing damage, or 12 (1d10+7)
slashing damage if used with two hands, plus 18 (4d8) necrotic damage.
Hellfire Orb (1/Day). St Kargoth hurls a magical ball of
fire that explodes at a point he can see within 120 feet of him. Each creature
in a 20-foot radius sphere centered on that point must make a DC 20 Dexterity
saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire
damage and 35 (10d6) necrotic damage on a failed save, or half as much damage
on a successful one.
Reactions
Parry. St Kargoth adds 6 to his AC against
one melee attack that would hit him. To do so, St Kargoth must see the attacker
and be wielding a melee weapon.
Bilious
Sphere
This twisted
iron rod topped with the Bilious Sphere is a corrupt parody of the Orb of Sol.
Using the Bilious Sphere requires attunement by an evil-aligned creature.
The Bilious
Sphere may be used as a melee weapon, causing 1d6 bludgeoning damage plus 2d6
acid damage on a hit.
Holding the
Sphere confers damage resistance to acid.
The Sphere
has 7 charges. While holding the Sphere, a creature may use an action to cast
one of the following spells from it (save DC 15):
Acid Sphere (at will) – Flaming Sphere, but does acid damage rather than fire damage. 1 charge
may be expended to cast this as a 3rd level spell.
Disintegrate (3 charges)
Melf’s Acid Arrow (at will) – 1 charge may be expended
to cast this as a 3rd level spell.
Stinking Cloud (1 charge)
The Bilious
Sphere regains 1d6+1 charges each day at dawn.
While
holding the Bilious Sphere, the wielder can attempt to create an intense
feeling of hatred in a creature within 60 ft, requiring a DC 15 Will save. On a
failure, the creature views another creature within sight (chosen by the
wielder) as its most hated enemy. The target must do everything in its power to
slay its enemy. This effect lasts until the enemy is dead or 24 hours have
passed. Once this property of the Sphere is used, the property can’t be used
again until the next dawn.
Gorgorin the
Shatterer
Gorgorin the
Shatterer is St Kargoth’s lost greatsword, a vicious-looking weapon of darkened
steel. To gain use of its power, an evil-aligned warrior (barbarian, fighter,
paladin, ranger, etc) must become attuned to the sword.
The sword
grants +3 to hit and damage. When one hits a celestial with it, it does an
additional 2d10 necrotic damage.
On a
critical hit, in addition to the normal effects, the target is effected by a disintegrate, requiring a DC 18
Dexterity saving throw. When Gorgorin strikes a nonmagical object or a creation
of magical force, it is automatically a critical hit.
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