Tharizdun_encounters
Tharizdun_encounters
Tharizdun_encounters
"Light must be snuffed, perfection decayed, order dissolved, and minds fragmented."
Mantra of Tharizdun followers.
Blighter Cultist of Tharizdun: Male or female human ex-druid 5/cleric 3/blighter 3; CR 11; Medium
humanoid; HD 5d8+10 plus 3d8+6 plus 3d8+6; hp 71; Init +5; Spd 30 ft.; AC 18, touch 10, flat-footed 18;
Base Atk +7; CMB +9; CMD 20; Atk +12 melee (2d6+6/19-20, +3 greatsword) or +8 ranged (1d8/19-20, light
crossbow) or +8 range touch Net of Despair;; Full Atk +12/+7 melee (2d6+6/19-20, +3 greatsword) or +8
ranged (1d8/19-20, light crossbow); SA blightfire, deforestation, rebuke undead 2/day; SQ sustenance,
undead wildshape 1/day; AL NE; SV Fort +12, Ref +4, Will +13; Str 14, Dex 12, Con 15, Int 11, Wis 16, Cha
8.
Skills and Feats: Concentration +14, Perception +9, Cleave, Improved Initiative, Martial Weapon Proficiency
(greatsword), Power Attack (-2, +4)
Blightfire (Su): As a standard action, a blighter cultist can unleash a scorching blast of fire. This effect deals
5d6 points of damage to every creature within 10 feet (DC 16 Fortitude save) and ignites flammable objects
it touches.
Deforestation (Sp): The cultist of Tharizdun can kill all nonsentient plant life within a radius of 60 feet as a
full-round action once per day.
Undead Wildshape (Sp): Once a day, the cultist of Tharizdun gains a version of the wild shape ability,
except that he uses the skeleton template to the animal form it transforms into.
Cleric Spells Prepared (4/4/3; save DC 13 + spell level): 0 -- detect magic, detect poison, guidance, inflict
minor wounds; 1st -- bane, cure light wounds, entropic shield, obscuring mist, protection from good*; 2nd --
bull's strength, detect thoughts*, shatter.
*Domain spell. Deity: None. Domains: Evil (cast evil spells at +1 caster level), Knowledge (cast divinations at
+1 caster level).
Blighter Spells Prepared (5/4/2/1; save DC 13 + spell level): 0 -- detect magic, flare, ghost sound, read
magic, touch of fatigue; 1st -- burning hands, decomposition, inflict light wounds, ray of enfeeblement; 2nd --
chill touch, warp wood; 3rd -- contagion.
Possessions:+1 half-plate armor,+3 greatsword, light crossbow, 20 bolts, 3 potions of cure moderate
wounds, Net of Despair
Net of Despair: This net is crafted from the silk of a drider. The silk is harvested, woven, and then
blackened by infusing charred bone powder in with the fibers. The net absorbs light and has a visible aura of
darkness. It continuously radiates darkness in a 20-foot radius as the darkness spell.
Creatures that the user catch within the net begin to experience rapid decomposition and decay as though
they are aging at a massively accelerated rate (see page 117 of the Player's Handbook for net statistics A
creature entangled in the net must make a Fortitude save (DC 15) each round or suffer 2 points of ability
damage. The specific ability affected depends on the result of a d6 roll:
1 -- Strength
2 -- Dexterity
3 -- Constitution
4 -- Intelligence
5 -- Wisdom
6 -- Charisma
A creature caught within the net for 3 uninterrupted rounds suffers accelerated deterioration. Starting on the
third round of entanglement, the entangled creature gains one negative level in addition to ability damage.
The creature continues to take ability damage and negative levels each round the creature remains
entangled. A creature that escapes the net is fatigued for a number of rounds equal to the number of ability
points drained. A creature that survives entanglement in the net can heal ability damage and recover
negative levels from the net in the normal manner. The save DC to remove a negative level is 15. In the
hands of a nonevil PC, this functions as a normal masterwork net.
Moderate necromancy; CL 10th; Craft Magic Arms and Armor, darkness,enervation, ray of exhaustion; cleric
must worship Tharizdun; Price 150,000 gp.
Elhoriad, Medium Undead, Hit Dice: 5d12 (32 hp), Initiative: +7, Speed: 30 ft., Armor Class: 18 (+3 Dex,
+5 natural), touch 13, flat footed 15, Base Attack/ CMB: +2/+5
Attack: Longsword +5 melee (1d8+4/19-20) or claw +5 melee (1d4+3 plus entropic touch)
Full Attack: Longsword +5 melee (1d8+4/19-20) or 2 claws +5 melee (1d4+3 plus entropic touch)
Special Attacks: Entropic touch
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 16, Dex 17, Con --, Int 11, Wis 10, Cha 12
Skills: Hide +11, Listen +8, Move Silently +11, Spot +8
Feats: Improved Initiative, Power Attack (-1, +2)
Challenge Rating: 3
Alignment: Neutral evil
The creature looks like the blackened skeletal remains of a human. Its eyes are such a deep shade of inky
black that they stand out against their ebony remains.
Entropic Touch (Su): An elhoriad's touch disrupts most living tissue. Whenever an elhoriad successfully
strikes an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, outsider,
plant, or vermin with a claw attack, the creature struck must make a Fortitude save (DC 13) or take 1d4
points of permanent Constitution drain and 1d4 points of permanent Strength drain. The save DC is
Charisma based.
Undead Traits: An elhoriad is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning,
disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is
harmless. It is not subject to nonlethal damage, ability damage to its physical ability scores, ability drain,
energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection
works only if it is willing.