Sunday, July 24, 2016

Young Justice: Artemis & Superboy for Blood of Heroes

I'll say it again, if you haven't watched Young Justice on Netflix, give it a go. It's a good cartoon.

I'm working on some D&D stuff, but in the meantime, here are the last two members of the original Young Justice team (aka. the Team).

Aqualad & Kid Flash

Miss Martian & Nightwing


Artemis
Dex: 7              Str: 3                Body: 5
Int: 6                Will: 6              Mind: 6
Infl: 4               Aura: 4              Spirit: 5
Initiative: 21                            Hero Points: 40

Skills: Accuracy (Perception): 8, Acrobatics: 6, Martial Artist: 7, Medicine (First Aid): 6, Military Science (Camouflage, Danger Recognition, Tracking): 6, Thief (Concealment, Stealth): 7, Weaponry (Melee, Missile): 8

Advantages: Ambidextrous, Area Knowledge (Gotham City), Languages (French, Spanish, Vietnamese), Lightning Reflexes, Connections: Kid Flash (High), Green Arrow (Low), Cheshire (Low), Justice League (High), The Team (High)

Drawbacks: Secret Identity

Equipment:
As Artemis:
Bow (Str: 7, Body: 6, EV: 4) Note: Artemis carries 14 normal arrows & 6 trick arrows.

Explosive Arrow (x2) (Body: 1, Bomb: 5, R#: 2) Limitation: No Reload

Foam Arrow (x2) (Body: 1, Glue: 5, R#: 2) Limitation: No Reload

Snare Arrow (x2) (Body: 1, Snare: 5, R#: 2) Bonus: Creates Swing-Lines; Limitation: No Reload

Crossbow (Body: 5, EV: 3, Range: 5, Ammo: 1, R#: 2) Note: Artemis carries 6 crossbow bolts.

Handheld Telescope (Body: 2, Telescopic Vision: 4)

Rebreather (Body: 3, Sealed Systems: 6) Limitation: Sealed Systems only protects against gas and allows breathing under water.

STEALTH SUIT (Body: 5) Bonus: When activated, the stealth suit gives the wearer a +2 OV/RV modifier against Perception checks.

As Tigress:
Blowpipe (Body: 2, EV: 1, Range: 3, Ammo: 1, Poison Touch: 4) Notes: Tigress carries 6 poison darts.

Bolas (Body: 5, Snare: 5)

Crossbow (Body: 5, EV: 3, Range: 5, Ammo: 1, R#: 2) Notes: Tigress carries 10 crossbow bolts.

Glamour Charm (Body: 3, Chameleon: 8 M)

Explosive Pellets (x6) (Body: 1, Bomb: 5, Grenade Drawback, R#: 2)

Smoke Bomb (x6) (Body: 1, Fog: 7, Grenade Drawback, R#: 2)

Sword (Body: 8, EV: 4)

Background:
Alter Ego: Artemis Lian Crock
Wealth: 4
Motivation: Responsibility of Power
Occupation: Superhero/ Student
Marital Status: Single
Known Relatives: Lawrence Crock (father), Paula Crock (mother), Jade Nguyen (sister), Roy Harper (brother-in-law), Lian Nguyen-Harper (niece)
Base of Operations: formerly Mount Justice
Height: 5’7”
Weight: 120 lbs
Age: 20
Eyes: Dark Gray

Hair: Blonde

Superboy
Dex: 6              Str: 13              Body: 11
Int: 5                Will: 6              Mind: 6
Infl: 5               Aura: 5             Spirit: 5
Initiative: 18                            Hero Points: 40

Powers: Directional Hearing: 8, Extended Hearing: 8, Jumping: 9, Invulnerability: 12, Super Hearing: 8, Telescopic Vision: 8, Thermal Vision: 8

Bonus: Invulnerability works beyond Negative Maximum Body.

Skills: Martial Artist (Techniques): 6, Vehicles (Air, Land): 4

Advantages: Attractive, Scholar (History), Languages (Arabic, Atlantean, French, Korean, Russian, Spanish), Lightning Reflexes, Pets (Sphere, Wolf), Connections: Miss Martian (High), Superman (High), Justice League (High), The Team (High)

Drawbacks: Age, Secret Identity, Fatal Vulnerability (Kryptonite, 1 AP distance), Gradual Loss Vulnerability (Lack of exposure to a yellow sun for more than 5 days, physical attributes & powers), Loss Vulnerability (Kryptonite, 1 AP distance, physical attributes & powers)

Equipment:
Motorcycle (Str: 3, Body: 5, Running: 6, R#: 2)

Background:
Alter Ego: Conner Kent/ Kon-El
Wealth: 4
Motivation: Unwanted Power
Occupation: Superhero
Marital Status: Single
Known Relatives: Clark Kent (genetic donor), Lex Luthor (genetic donor), Match (clone)
Base of Operations: formerly Mount Justice, currently the Watchtower
Height: 5’10”
Weight: 170 lbs
Age: 6 (16 physiologically)
Eyes: Blue
Hair: Black

Sphere
Sphere Mode
Dex: 3              Str: 6                Body: 8
Int: 4                Will: 4              Mind: 4
Infl: 2               Aura: 3              Spirit: 3
Initiative: 9

Powers: Radio Communication: 10, Regeneration: 4, Running: 4, Skin Armor: 4

Drawbacks: Attack Vulnerability (Electricity, RV -2 Column Shift)

Super-Cycle Mode
Dex: 3              Str: 6                Body: 7
Int: 4                Will: 4              Mind: 4
Infl: 2               Aura: 3             Spirit: 3
Initiative: 9

Powers: Energy Blast: 6, Flight: 7, Neutralize: 10, Radio Communication: 10, Running: 7

Limitation: Neutralize only works on electronic signals.

Drawbacks: Attack Vulnerability (Electricity, RV -2 Column Shift)

Pill Bug Mode
Dex: 4              Str: 5                Body: 6
Int: 4                Will: 4              Mind: 4
Infl: 2               Aura: 3             Spirit: 3
Initiative: 10

Powers: Interface: 10, Neutralize: 10, Radio Communication: 10

Bonus: Interface has Range.

Limitations: Interface only works on computers or other intelligent machines. Neutralize only works on electronic signals.

Drawbacks: Attack Vulnerability (Electricity, RV -2 Column Shift)

Wolf
Dex: 5              Str: 10              Body: 9
Int: 3                Will: 4              Mind: 3
Infl: 3               Aura: 3              Spirit: 3
Initiative: 13

Powers: Analytical Smell and Taste/ Tracking Scent: 7, Claws: 11, Directional Hearing: 7, Extended Hearing: 7, Running: 5, Super Hearing: 7

Advantages: Lightning Reflexes

Wednesday, June 29, 2016

The Sa'ir, a Lamia of a Different Stripe

As Monster ENCyclopedia: Lamia shows, the lamia have had a long history in D&D. They have also had very varied and somewhat convoluted reproduction practices. This brings us to the sa'ir, which is the offspring of two common lamia (common as opposed to noble). The sa'ir made its appearance in Dragon #192 back in 1993.




Sa’ir
Medium monstrosity, chaotic evil
Armor Class 14 (natural armor)
Hit Points 38 (7d8+7)
Speed 40 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
14 (+2)             14 (+2)             13 (+1)             3 (-4)               14 (+2)             7 (-2)

Skills Perception +4, Stealth +4
Senses darkvision 60 ft., passive Perception 14
Languages
Challenge 1

Charge. If the sa’ir moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the sa’ir can make one claw attack against it as a bonus action.

Herbivore Mimicry. The sa’ir can mimic the appearance and behavior of a grazing herbivore. To detect the ruse, a creature must succeed on a DC 12 Wisdom (Insight) check. The check automatically succeeds if the creature has encountered a sa’ir before and knows what it is.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

Prowling deserts and ancient ruins, sa’ir are predators that hunt the arid wastes in small groups. The offspring of common lamia, instinct rather than affection cause sa’ir to remain in the vicinity of their parent’s lair. Unlike their parents, sa’ir are hardly more intelligent than simple animals. Though largely ignored by the lamia and incapable of being trained, the sa’ir are de facto guard animals for their lairs, if only due to proximity.

The sa’ir has the hindquarters of a goat and the foreparts of a lion, including a lion’s head and, regardless of sex, mane. A pair of goat’s horns grow from their head and their chin has a goat’s dangling beard. Sages believe that sa’ir are incapable of breeding.

Clever Predators


Sa’ir are omnivores, though would much rather eat meat than plants. They’ll even eat carrion over fresh plants if they can. Despite not being overly intelligent, they do possess a base animal cunning. They frequently attempt to trick prey into thinking they’re harmless herbivores by mimicking the behavior of grazing herd animals. Once their prey has moved close enough, the sa’ir leap to the attack.

Monday, May 30, 2016

Some more Young Justice for Blood of Heroes: Nightwing & Miss Martian

Have I mentioned that the Young Justice cartoon is great, and you should go watch it on Netflix? Anyway, here are a couple of more team members.


Miss Martian

Dex: 5              Str: 6                Body: 7
Int: 5                Will: 8              Mind: 8
Infl: 4               Aura: 5              Spirit: 5
Initiative: 15                            Hero Points: 40

Powers: Chameleon: 10, Comprehend Languages: 10, Control: 8, Dispersal: 11, Flight: 7, Force Shield: 8, Invisibility: 6, Invulnerability: 10, Iron Will: 3, Life Sense: 10, Mental Illusion: 11, Mind Blast: 10, Mind Probe: 11, Mind Field: 8, Regeneration: 4, Self Manipulation: 10, Stretching: 4, Systemic Antidote: 4, Telekinesis: 12, Telepathy: 14

Bonus: Miss Martian may attack through Mind Field.

Limitations: When moving, Invisibility is -1 OV/RV vs Perception checks. Invisibility is vs sight. Invulnerability is used solely to counter the effects of Aging. Self Manipulation may only mimic Physical Attributes & Physical Powers.

Skills: Artist (Actor): 5, Martial Artist (Blocking): 7, Vehicles (Air, Space): 7

Advantages: Ambidextrous, Double Jointed, Language (English), No Vital Areas, Connections: Martian Manhunter (High), Superboy (High), Justice League (High), The Team (High)

Drawbacks: Altered Anatomy, Secret Identity, Strange Appearance, Voluntary Exile, Gradual Loss Vulnerability (Fire, 1 AP distance, physical attributes & powers)

Equipment:
ORGANIC CLOTHING (Body: 7, Chameleon: 10, Self Manipulation: 10)

Bio Ship (Str: 8, Body: 12, Energy Blast: 10, Flight: 14, Invisibility: 10, Radar Sense: 20, Sealed Systems: 18, Self Manipulation: 8, Hardened Defenses) Bonuses: Self Repairing, Misc: The Bio Ship is normally configured to be piloted telepathically; Self Manipulation may be used to grow manual controls.

Background:
Alter Ego: M’gann M’orzz/ Megan Morse
Wealth: 4
Motivation: Responsibility of Power
Occupation: Superhero
Marital Status: Single
Known Relatives: J’onn J’onzz (uncle), unnamed mother, unnamed father, 12 unnamed sisters, 17 unnamed brothers
Base of Operations: formerly Mount Justice, currently the Watchtower
Height: 5’4”
Weight: 120 lbs
Age: 53 (18 biologically equivalent)
Eyes: Amber
Hair: Red

Nightwing

Dex: 8              Str: 4                Body: 5
Int: 8                Will: 8              Mind: 8
Infl: 8               Aura: 7              Spirit: 8
Initiative: 28                            Hero Points: 60

Skills: Acrobatics: 10, Charisma: 8 L, Detective: 8 L, Gadgetry: 6, Martial Artist: 9, Medicine (First Aid): 6, Military Science: 8 L, Scientist: 6, Thief: 8 L, Vehicles: 8 L, Weaponry: 8 L

Advantages: Ambidextrous, Area Knowledge (Gotham City), Expertise (Mathematics), Intensive Training, Iron Nerves, Languages (Mandarin Chinese, French, German, Italian, Japanese, Spanish), Leadership, Lightning Reflexes, Sharp Eye, Connections: Batman (High), Justice League (High), Robin (High), The Team (High)

Drawbacks: Secret Identity

Equipment:
Batarangs (x6) (Body: 6, EV: 3, Gliding: 2)

Binoculars (Body: 2, Telescopic Vision: 4)

COSTUME (Body: 7, Int. 1, Radio Communication: 8, Recall: 11, R#: 2)

Eskrima Sticks (x2) (Body: 8, EV: 3)

Flash Grenades (x4) (Body: 1, Flash: 7, Grenade Drawback, R#: 2)

Grappling Gun (Body: 5, Snare: 5, R#: 2) Bonus: Creates Swing-Lines

Handcuffs (Body: 6)

Mask (Body: 3, Shade: 2, Ultra Vision: 4) 
           
Motorcycle (Str: 4, Body: 7, Running: 7, R#: 2)

Explosive Pellets (x6) (Body: 1, Bomb: 5, Grenade Drawback, R#: 2)

Gas Pellets (x6) (Body: 1, Knockout Gas: 7, Grenade Drawback, R#: 2)

Smoke Pellets (x6) (Body: 1, Fog: 7, Grenade Drawback, R#: 2)

Rebreather (Body: 3, Sealed Systems: 6) Limitation: Sealed Systems only protects against gas and allows breathing under water.

Background:
Alter Ego: Richard “Dick” Grayson
Wealth: 17
Motivation: Seeking Justice
Occupation: Superhero
Marital Status: Single
Known Relatives: John Grayson (father, deceased), Mary Grayson (mother, deceased)
Base of Operations: formerly Mount Justice, currently the Watchtower
Height: 5’11”
Weight: 170 lbs
Age: 19
Eyes: Blue

Hair: Black

Monday, May 23, 2016

The Firbolg

The firbog was a type of giant that first appeared Monster Manual II back in 1983. They've made a number of appearances since in the various editions of D&D, including being made a player-character race in 1993. While not exactly friendly, they don't engage in the the kinds of destructive behavior that many other types of giants do. They also possess some pretty potent magical abilities.



Firbolg

Large giant, neutral
Armor Class 14 (natural armor)
Hit Points 136 (13d10+65)
Speed 40 ft.

Str                    Dex                  Con                  Int                    Wis                  Cha
22 (+6)             10 (+0)             21 (+5)             11 (+0)             13 (+1)             14 (+2)

Saving Throws Con +8, Wis +4, Cha +5
Skills Athletics +9, Perception +4
Proficiencies any two Artisan’s tools
Senses passive Perception 14
Languages Common, Giant
Challenge 8

Innate Spellcasting. The firbolg’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
1/day each: alter self, detect magic, enlarge/reduce (reduce only), modify memory

Magic Resistance. The firbolg has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The firbolg makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6+6) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120, one target. Hit: 13 (2d6+6) piercing damage

The firbolg are a rarely encountered race of giants. They are cautious and cunning and possess significant magical power. Their small family groups live far from civilization, in remote areas where they are safe from encounters with humans and their ilk. Firbolgs do not conduct raids on others, and prefer to avoid violence to resolve conflicts. If forced into combat, though, they are powerful and cunning combatants, making good use of the terrain and readily using their magic.

Firbolgs are typically 10 to 12 feet tall, looking very much like a human of extraordinary size. Hair is usually brown to red and worn long, with males sporting full beards. It is not uncommon for firbolgs to paint patterns on their skin using dye made from different plants and other natural sources. They weave their own cloth and their clothing is well-made, if somewhat plain.

Hunters and Farmers

Each family group maintains a home for themselves, usually constructed of wood. While they don’t often keep domesticated animals, they do grow crops of different sorts, and are quite skilled at farming. Meat is usually provided by hunting.

Firbolgs practice a number of different crafts, such as weaving and woodworking. They don’t often trade with other races, but are happy to do so with those they trust. Firbolgs particularly enjoy the brewing of alcoholic beverages.

Fey Ancestry


Many believe that firbolgs are descended from fey, which would explain their magical abilities. The firbolgs don’t see fit to answer the question, if they even know the truth of the matter. What is known is all firbolgs possess potent magical abilities, and some, such as their rarely seen shamans, have stronger magic still.

Sunday, May 22, 2016

Grippli player character race

The grippli (humanoid tree frogs that first appeared back in 1982) seem to have recently become a somewhat popular choice for a player character race for those who want to try something a little different. My girlfriend became fond of them when they made their appearance in the Pathfinder game. I have, since 5e has come out, seen a few different takes on them. This would be mine. I hope you enjoy it.

This picture is from Greywiki.

Grippli

The grippli are humanoid tree frogs. They are a reclusive race, living deep in tropical swamps and jungles. They are nervous of outsiders, frequently using elves or fey as intermediaries.

Peaceful Hunter Gatherers

Grippli eat fruits and insects. Small insects are trapped in large quantities, while giant insects are hunted in much the same way humans hunt large game. Grippli hunt with snares and nets, as well as blowguns and occasionally spears.

Grippli commonly gather herbs to make poisons, potions and herbal tinctures. They trade rare herbs and extracts with other races in exchange for brightly colored baubles such as polished glass and quarts. Grippli are not at all warlike, but they have been known to make rapid raids to steal bright colored clothing to decorate their homes with.

Grippli only rarely wear brightly colored clothing for decoration, or for the practicality of having pockets. Most of the time a grippli will only wear a belt or loin cloth to hang weapons and the like from.

Secluded Swamp & Jungle Villages

Grippli live in villages made of small wood or mud huts, either hidden on the ground in deep shaded areas beneath swamp and jungle foliage, or built in the boughs of large trees. There may be a ceremonial area on the ground where they have bonfires. Each village is led by a tribe mother, who is a female of unusual height (almost 4 feet tall) who is capable of emitting a poisonous musk cloud. She is usually accompanied by one to three males, who are also of unusual height (around 3 ½ feet tall).

The tribe mother is divinely ordained with absolute authority, said to have the blood of their nameless froglike goddess in her veins. Most day-to-day decisions are left to experienced hunters, but only the tribe mother can speak for the tribe when negotiating with outsiders.

Grippli grafts are generally simple in nature, made from the sorts of things that are found around their villages such as wood and stone. They depict their goddess in sculptures of wood or stone, appearing as a bulbous frog with vibrant rainbow skin. Spiders and snakes are frequently depicted as demons and evil spirits.

Adventuring

Most grippli are perfectly happy staying close to their village. It is a rare event for a grippli to become curious enough about the outside world to want to venture forth to experience it. Sometimes a particularly adventuresome grippli might leave his or her village to seek out trade opportunities for things like gems or metal. Metal is highly prized, and metal heirlooms are deeply cherished.

Grippli Names

Grippli don’t place much importance on names as a general rule. Grippli only possess a given name, and are frequently known by a nickname when among other races. Common names include Bullgup, Chirk, Quartle and the like.

Grippli Traits

Boosted Ability Scores. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Grippli are born as tadpoles and become fully formed within six months. Grippli effectively reach adulthood at 12 years of age, though don’t become fully sexually mature until 30 years, and can live up to 180 years.

Alignment. Grippli are usually neutral in alignment. Grippli lean much more to the benevolent than the malevolent, so they are more likely to deviate towards good. Evil grippli are extremely rare.

Size. Grippli are typically 2 ½ to 3 feet tall, weighing roughly 30 lbs. Your size is Small.

Speed. Your base walking speed is 30 feet. You have a climb speed of 20 feet.

Darkvision. Accustomed to nocturnal living as much as diurnal, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Camouflage. You have advantage on Dexterity (Stealth) checks made in forest and swamp environments.

Leap. You always count as having moved at least 10 feet when you make a long jump or high jump.

Grippli Weapon Training. You have proficiency with the blowgun and the net. Additionally, you have proficiency either with the herbalism kit or the poisoner’s kit (your choice).


Languages. You can speak Common, Grippli and the Batrachian Common tongue that may be used to speak to other froglike humanoids such as bullywugs. Grippli is composed of croaks, groans, clicks, and squeaks. Grippli has no written form. Furthermore, it is rare for grippli to learn to read and write in other languages, as traditionally only the tribe mother is permitted to create written records.

Thursday, May 19, 2016

The Norker

The norker, which is kind of like the hobgoblin's hillbilly distant cousin, was first published way back in 1981 in the Fiend Folio. They've popped up here and there since, usually in relation to Greyhawk. They're stupid. They're mean. They're also pretty lazy.


I am, unfortunately, not certain where this picture is from. I do think it's an official D&D bit of artwork, though.


Norker

Medium humanoid (gobinoid), chaotic evil
Armor Class 16 (natural armor)
Hit Points 11 (2d8+2)
Speed 30 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
15 (+2)             12 (+1)             12 (+1)             7 (-2)               10 (+0)             7 (-2)

Senses darkvision 60 ft., passive Perception 10
Languages Goblin
Challenge ¼

Actions

Multiattack. The norker makes two attacks: one with its bite, one with its weapon.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.

Norkers are distant cousins to hobgoblins, similar in appearance but with prominent fangs and a tough, exoskeleton-like hide. They are typically just over 4 ft. in height, with no hair to speak of. Their hides range from reddish brown to dark gray, while their eyes are typically yellow. Norkers rarely wear anything besides a tattered loincloth and perhaps a belt.

Their tribes are usually significantly smaller in size than hobgoblin tribes, largely due to the fact that they breed more slowly. They are found anywhere one might find goblins or hobgoblins.

Might Makes Right

The strongest norker will be the leader of his tribe, though his influence only extends as far as his reach. On those rare occasions two norker tribes encounter each other, they often come to blows to determine which group is dominant. The victors keep the loser’s fangs as trophies.

Norkers will sometimes come under the command of powerful groups of hobgoblins, either through bribery or intimidation. Hobgoblins like to use norkers as shock troops and cannon fodder.

Lazy Opportunists


Norkers are lazy. They would rather raid other humanoids than hunt their own food. They don’t build anything for themselves, lairing in caves, ruins and villages that they’ve taken by force from others. Norkers fight using crude clubs and javelins, only ever using anything else if they’ve managed to claim it as a trophy from a victim.

Friday, May 13, 2016

St Kargoth the Betrayer, King of the Death Knights

Way back in 1983, in Dragon #79, St Kargoth the Betrayer was introduced to the world. Originally a powerful paladin in the world of Greyhawk, in the Great Kingdom of Aerdy, Kargoth fell from grace when he made a deal with the demon prince Demogorgon and became the first death knight. He, in turn, corrupted a number of his fellow Knight Protectors, who were also transformed into death knights. He now dwells in the stone fortress Kolurenth, which sits atop a rocky pinnacle that protrudes from the sea in Demogorgon's realm in the Abyss.

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.