Embril Aloustani-- True Necromancer


Shackled City Adventure Path


Foe a variaty of reasons I didnt like that Embril was a 19th level caster in Caulderon. We play in Eberron (to high), Embril is the mother of one of the PCs (needed some inital encounters that were not to hard), wanted to use some spells from libris mortis. She is really much less powerful. For the final encounter I will give her the mummified template and at least 1 application of the evolved undead template. This will bring her CR up to 20 but I still think she will be underpowered.

NOTE**Not sure if her equipment is equal to her level, bro has had DMG all week. Also I am a tired father, that has precious little time to work on DnD stuff so some of the "math" may be wrong, but still a playable stat block. A bunch of the odd spells she has are of course from Libris Mortis book.**

Embril Aloustani CE female human wizard 3/cleric 3/true necromancer 10 CR 16
Initiative: +0 Senses: Listen +8 Spot +8
Aura: desecrate (100’; -3 turn checks, undead recive +1 profane bonus on attack, damage and saves, +1 hp per HD; double at alter to evil)
Languages: Common, Abyssal, Elven, Draconic, Giant

AC: 12 Touch 12 Flat Footed 12 protection from good +2
HP: 75 (16 HD)
Fort +8 Ref +5 Will +21 protection from good +2
Speed: 30
Melee: unarmed +8/+3 (1d3)
BAB: +8 Grapple: +8
Attack Options: Spells
Special Actions: Rebuke undead 6/d (+5, 2d6+13, 13th)
Combat Gear: Wand of enveneration (16 c), potion of owls wisdom

Wizard Spells prepared (CL 10th ; +8 ranged touch); prohibited illusion/divination
5th—magic jar (DC 22), teleport, necrotic burst #*(DC 22)
4th—crushing despair (DC19), enveneration, fear (DC 21), shout (DC 19), stoneskin
3rd—dispel magic, haste, hold person (DC18), lightning bolt (DC18), vampiric touch (DC 20)
2nd—blindness/deafness (DC 19), cats grace, ghouls touch (DC 16), scorching ray, spectral hand, web (DC 16)
1st— mage armor (2), cause fear (DC 18), disguise self, shield, ray of enfeeblement (DC18), shocking grasp
0—detect magic, light, mage hand, read magic

Cleric Spells prepared (CL 10th ; +8 ranged touch)
5th—plane shift (DC 23), slay living (DC 25), spell resistance, true seeing
4th—cure critical wounds (3), death ward, necrotic domination#*(DC 24), sending
3rd—animate dead*, cure serious, invisibility purge, magic circle against good, prayer, protection from energy
2nd— bears endurance, cure moderate, death knell* (DC 22), silence (DC 20), sound burst (DC 20), necrotic cyst #*(DC 22), necrotic scrying#*
1st— bane (DC 21), cure light (2), disguise self, divine favor (2), hide from undead, shield of faith
0—cure minor (2), detect poison, guidance, purify food and drink, resistance
*Indicates evil spell

Domains: Death (death touch; 3d6 1/day); Evil (+1 caster level with evil spells)

Spell like abilities (CL 19; +8 ranged touch)
2/day-- create undead; 1/day—create greater undead, horrid wilting (DC 25)

Str 10 Dex 11 Con 12 Int 20 Wis 26 Cha 16

Feats: corpse crafter, destruction retribution, greater spell focus (necromancy), hardened flesh, mother cyst, scribe scroll, spell focus (necromancy), tomb tainted soul

Skills: Bluff +10, Concentrate +27, Craft (alchemy) +11, Decipher script +8, Diplomacy +12, Disguise +8 (+10 acting), Intimidate +10, Kn (arcane) +19, Kn (religion) +19, Kn (the planes) +19, Kn (history) +9, S Motive +13, Spellcraft +26

Possessions: periapt of wisdom +6, ring of the thirteen, platinum bracelet with 13 cage shaped amulets (750 gp), magic jar gem (750 gp), silver unholy symbol (500gp), tiny leomonds secret chest replica (50gp), pouch of diamond dust (250gp)

Hook: “insolent child”

Undead servents: Each undead animated or created by Embril gains +4 enhancment bonus to str and +2 hp per HD,+2 natural armor bonus, and a +1 profane bonus on attack, damage, saves, and +1 HP per HD (when within 100 feet of Embril). The undead also gain the destruction retribution ability (when destroyed it explodes in a 10’ burst of negative energy; 1d6+1d6 per 2 HD; DC 15 ref half).
Embril can command up to 13 HD of undead with her rebuke undead ability. Currently she has used create greater undead to create and command a Devorerer.
The animate dead spell and the desecrate ability allow her to animate and control 52 HD of undead. Usually she is accompanied by 2 grey render zombies and a minotaur zombie.


here is Khyron Thul, Bone Knight of Karrnath. Now that im thinking about it this might be a straight transfer of the example Bone Knight in 5 nations. Bro has had eberron books all week as well.

Khyron Thul, Bone Sworn LN male human paladin 4/bone knight 6 CR 10
Initiative +0 Senses Listen +1 Spot +1
Aura courage (10’, allies, +4 vs Fear)
Languages common, empathic link
AC 20 Touch 10 Flat Footed 20
HP 87 (10 HD); DR 3/bludgeoning
Immune disease, fear, non lethal damage, stunning
Fort +16 Ref +7 Will +8
Speed 20
Melee +1 bone craft great sword +15/+10 (2d6+7/19-20 plus 1d6 against living creatures)
Ranged bone craft heavy crossbow +9/+4 (1d10/19-20 plus 1d6 against living creatures)
BAB +9 Grapple +13
Attack Options Cleave, Mounted combat, Power Attack, Ride by attack
Special Actions Rebuke undead 6/d (+4, 2d6+10, 7th)
Combat Gear Potion of protection from arrows 10/magic, potion of shield of faith (+3)
Paladin Spells prepared (CL 5th)
2nd—death knell
1st— bane, divine favor
Str 18 Dex 10 Con 16 Int 10 Wis 13 Cha 18
SQ Bone march (24 HD total, up to 6 HD per creature), fill the ranks 1/day, lay on hands (40 hp), master of the white banner (+4), share spells, summon skeletal steed
Feats Weapon Focus (great sword)
Skills Craft (armor smiting) +7, Craft (weapon smiting) +6, Intimidate +7, Kn (religion) +4, Ride +7, Sense motive +4
Possessions +2 bone craft full plate, +1 bone craft great sword, mwk bone craft heavy crossbow, 20 bolts, gauntlets of ogre power, amulet of health +2, cloak of charisma +2, 48 gp
Hook “After you die, your mine”


I made Zarn Kyss a marshel/artificer for my eberron campiagn. maybe some one else can use him.

Zarn Kyss male ogre mage marshal 3/artificer 2 CR 13
LE Large Giant
Initiative +4 Senses Listen +10 Spot +10 darkvision 60’, low-light
Aura Art of War (60’; all allies receive +3 to disarm, bull rush, trip and sunder attempts) or Over the Top (60’; allies receive +3 on damage when charging) and Motivate Care (60’;Allies receive +1 AC)
Languages Common, Dwarven, Giant, Orc, Elven, Gnome

AC 22 Touch 9 Flat Footed 22
HP 86 hp (10 HD); Regeneration 5
SR 20
Fort +11 Ref +2 Will +9
Speed 40’; fly 40’ (good)
Melee +1 great sword +12/+7 (3d6+8/19-20)
Ranged comp. (+5) long bow +6/+1 (2d6+5/x3)
BAB +6 Grp +15
Attack Options cleave, combat expertise, power attack, spell like abilities, infusions
Special Actions aura’s (1 minor and 1 major as free actions)
Combat Gear potion of repair light x4
Spell like abilities caster level 9th
At will – darkness, invisibility
1/day – charm person (DC 14), Cone of Cold (DC 18), gaseous form, sleep (DC 14)
Infusions artificer level 2
1st – 3/day

Str 21 Dex 10 Con 18 Int 14 Wis 14 Cha 17
SQ artificer knowledge +4, artisan bonus, change shape (small, medium or large humanoid or giant), disable trap, item creation
Feats brew potion (b), imp. init., scribe scroll (b), skill focus (diplomacy) (b)
Skills Bluff +8, Concentrate +14, Diplomacy +10, Intimidate +5, Kn (history) +5, Kn (geography) +5, Listen +10, Spellcraft +8, Sense Motive +7, Spot +10, UMD +11 (+13 with scrolls)
Possessions +1 great sword, +2 chain shirt, Amulet of natural armor +2, comp. (+5) long bow, plus combat gear
Hook “I can assure you that my intentions are completely mercenary.”


Mummified Embril Aloustani CE female undead (augmented human) wizard 3/cleric 3/true necromancer 10 CR 19

Initiative +0 Senses Listen +10 Spot +10
Aura desecrate (100’; -3 turn checks, undead receive +1 profane bonus on attack, damage and saves, +1 hp per HD; double at alter to evil; all stats reflect Embril as affected by her own desecrate)
despair (DC 23; or paralyze for 1d4 rounds)
Languages Common, Abyssal, Elven

AC 22 Touch 12 Flat Footed 22 protection from good +2
HP 120 (16 HD); DR 5/-
Immune undead traits
Weakness vulnerability to fire (+50%)
Fort +8 Ref +6 Will +22 protection from good +2
Speed 20’
Melee slam +13/+8 (1d8+5 plus mummy rot)
BAB +8 Grapple +12

Attack Options Spells; mummy rot (fort DC 23; incubation 1 minute; 1d6 con/1d6 cha; DC 20 caster level check to benefit from healing spells)
Special Actions Rebuke undead 8/d (+7, 2d6+13, 13th)

Combat Gear Wand of enveneration (16 c), potion of owls wisdom

Wizard Spells prepared (CL 10th ; +8 ranged touch); prohibited illusion/divination
5th—magic jar (DC 22), teleport, necrotic burst *(DC 22)
4th—crushing despair (DC19), enveneration, fear (DC 21), shout (DC 19), stoneskin
3rd—dispel magic, haste, hold person (DC18), lightning bolt (DC18), vampiric touch (DC 20)
2nd—blindness/deafness (DC 19), cats grace, ghouls touch (DC 16), scorching ray, spectral hand, web (DC 16)
1st— mage armor (2), cause fear (DC 18), disguise self, shield, ray of enfeeblement (DC18), shocking grasp
0—detect magic, light, mage hand, read magic

Cleric Spells prepared (CL 10th ; +8 ranged touch)
5th—plane shift (DC 25), slay living (DC 28), spell resistance, true seeing
4th—cure critical wounds (3), death ward, necrotic domination*(DC 26), sending
3rd—animate dead*, cure serious, invisibility purge, magic circle against good, prayer, protection from energy
2nd— bears endurance, cure moderate, death knell* (DC 24), silence (DC 22), sound burst (DC 22), necrotic cyst *(DC 24), necrotic scrying*
1st— bane (DC 23), cure light (2), disguise self, divine favor (2), hide from undead, shield of faith
0—cure minor (2), detect poison, guidance, purify food and drink, resistance
*Indicates evil spell

Domains Death (death touch; 3d6 1/day); Evil (+1 caster level with evil spells)

Spell like abilities (CL 19; +8 ranged touch)
2/day-- create undead*; 1/day—create greater undead*, horrid wilting (DC 26)

Str 18 Dex 11 Con -- Int 20 Wis 30 Cha 20

Feats corpse crafter, destruction retribution, greater spell focus (necromancy), hardened flesh, mother cyst, scribe scroll, spell focus (necromancy), tomb tainted soul

Skills Bluff +10, Concentrate +27, Craft (alchemy) +11, Decipher script +8, Diplomacy +12, Disguise +8 (+10 acting), Intimidate +10, Kn (arcane) +19, Kn (religion) +19, Kn (the planes) +19, Kn (history) +9, S Motive +13, Spellcraft +26

Possessions headband of intelligence +4, periapt of wisdom +6, ring of the thirteen, platinum bracelet with 13 cage shaped amulets (750 gp), magic jar gem (750 gp), silver unholy symbol (500gp), tiny leomonds secret chest replica (50gp), pouch of diamond dust (250gp)

Hook “Yes daughter now you look upon the power of blood!"


Here are the Blue Dukes warforged soldiers (replace the half orc town guard) and Embrils usual undead entorage (as affected by her feats). These "stat blocks" are not very pretty, I dont know how to use this messageboard.

Warforged Soldier Fighter 2 CR 2
LN or LE medium construct (living construct)
Initiative +0 Senses Listen +0 Spot +0
Languages Common

AC 20 Touch 11 Flat Footed 19
HP 16 hp (2 HD); DR 2/adamantine; Fortification 25%

Immune Poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, sickened condition, energy drain
Resist Cure spells (50%)
Weakness Rusting grasp, heat metal, chill metal

Fort +6 Ref +1 Will +0
Speed 20
Melee mwk battleaxe +6 (1d8+2/x3)
Ranged mwk longbow +3 (1d8/x3)
BAB +2 Grp +4

Attack Options Power attack
Combat Gear Potion of repair light x2

Str 15 Dex 13 Con 16 Int 10 Wis 10 Cha 6

Feats adamantine body, weapon focus (battle axe)
Skills Climb +1, Craft (armorsmithing) +5

Possessions mwk battle axe, mwk buckler, longbow with 20 arrows
Hook “sir, yes, sir”

Warforged Chief Fighter 4 CR 9
LN or LE medium construct (living construct)
Initiative +0 Senses Listen +2 Spot +3
Languages Common

AC 21 Touch 11 Flat Footed 20
HP 34 hp (4 HD); DR 2/adamantine; Fortification 25%

Immune Poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, sickened condition, energy drain
Resist Cure spells (50%)
Weakness Rusting grasp, heat metal, chill metal

Fort +7 Ref +2 Will +1
Speed 20
Melee mwk battleaxe +9 (1d8+5/x3)
Ranged mwk longbow +6 (1d8/x3)
BAB +4 Grp +7

Attack Options Power attack
Combat Gear Potion of repair light x2, Potion of bulls str

Str 16 Dex 13 Con 16 Int 10 Wis 10 Cha 6

Feats adamantine body, alertness, weapon focus (battle axe), weapon specialization (battle axe)

Skills Climb +3, Craft (armorsmithing) +5, Listen +2, Spot +3

Possessions mwk battle axe, +1 buckler, mwk longbow with 20 arrows
Hook “you, take the flank.”

Elite Warforged Charger fighter 3 CR 8
LE large construct (living construct)
Initiative +0 Senses Listen -2 Spot -2
Languages Common

AC 19 Touch 9 Flat Footed 17
HP 73 hp (7 HD); DR 2/adamantine; Fortification 75%

Immune Poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, sickened condition, energy drain
Resist Cure spells (50%)
Weakness Rusting grasp, heat metal, chill metal

Fort +10 Ref +3 Will +1
Speed 30
Melee 2 slam +11 (1d10+6 or powerful charge 1d10+6 plus 2d6)
BAB +6 Grp +15

Attack Options Cleave, Imp bull rush, Imp sunder, Power attack, Powerful charge

Str 20 Dex 10 Con 20 Int 5 Wis 7 Cha 3
SQ adamantine fists

Feats adamantine body (b), weapon focus (slam)

Skills Climb +1, Hide -4, Jump +5

Possessions Large +1 Battlefist, essence of resistance +1 (embedded component; as cloak of resistance; amulet slot)
Hook growls

Grey Render Zombie Large undead CR --
Initiative -1 Senses Listen +0 Spot +0 Darkvision 60’

AC 18 Touch 8 Flat Footed 18
HP 193 (20 HD); DR 5/slashing
Immunities Undead traits
Fort +7 Ref +6 Will +13
Speed 30 (cant run)
Melee bite +19 (2d6+10) or slam +19 (1d8+14)
BAB +10 Grapple +23

Special Actions Single action only, all stats consider the gray render is with in 100’ of Embril

Str 29 Dex 8 Con -- Int -- Wis 10 Cha 1

SQ destruction retribution (11d6 negative energy; 10’ burst; DC 15 ref half)
Feats toughness
Hook “arrhh”

Minotaur Zombie Large undead CR --
Initiative -1 Senses Listen +0 Spot +0 Darkvision 60’

AC 18 Touch 8 Flat Footed 18
HP 117 (12 HD); DR 5/slashing
Immunities Undead traits
Fort +5 Ref +4 Will +9
Speed 30 (cant run)
Melee Greataxe +13 (3d6+11) or gore +13 (1d8+8) or slam +13 (1d8+8)
BAB +6 Grapple +17

Special Actions Single action only, all stats consider the gray render is with in 100’ of Embril

Str 25 Dex 8 Con -- Int -- Wis 10 Cha 1

SQ destruction retribution (7d6 negative energy; 10’ burst; DC 15 ref half)
Feats toughness
Hook “arrhh”


IMC Vervil Ashmantle is a Dragon mark heir of House Orien. he uses his dragonmark to usher slaves around the eastern half of Khorvaire. He usually caters to various cults/cities in Kyber and especially that fiendish dragon in the middle of Q'barra (forget his name). Vervil has also supplied the slaves for the Cagewrights. When that haldblack dragon minotaur comes to town, IMC he is looking for Vervil because the shipments of slaves have stopped (due to the PCs and esp the Striders). Of course he runs to the Pcs for help.

With Vervil's ability to quicken his least and lesser dragon marks (feat and rod) he is able to pop into a melee make his attack and leave. I think that he'll be pretty effective. However IMC he is a coward and will not stick around to fight if he knows he cannot win.

Vervil d’Orien (Ashmantle) CE middle aged male human sorcerer 6/rogue 1/dragonmarked heir 5 CR 12

Initiative +1 Senses Listen +1 Spot +1 Alertness when Milton is in within 5’
Languages common, elven, dwarven, abyssal, empathic link

AC 17 Touch 15 Flat Footed 16 mage armor and shield
HP 54 (78 with bears endurance) (12 HD)
Fort +7 Ref +9 Will +10

Speed 30
Melee +1 deadly precision short sword +8/+3 (1d6+2/19-20)
BAB +6 Grapple +7

Attack Options Sneak attack +1d6 (+3d6 when using deadly precision short sword)

Special Actions Dragonmark

Combat Gear X2 Potion of bark skin +2, Potion of Cure mod., Wand of Fireball (5th, DC15; 5c), Wand of Displacement (5th, 2c), least quicken channeling rod

Dragonmark (CL 15th)
least – (4/day) dimension leap (150’)
lesser– (3/day) dimension door (1000’)
greater - (2/day) teleport (1500 miles)

Sorcerer Spells known (CL 10th)
3rd – (4/day) suggestion (DC 17)
2nd – (6/day) dimension leap (120’), bears endurance
1st - (7/day) charm person (DC 15), detect dragon mark, mage armor, shield
0 – (6/day) arcane mark, daze (DC 14), detect magic, detect poison, know direction, light, mage hand

Str 13 Dex 13 Con 13 Int 14 Wis 13 Cha 19

SQ Additional action points, house status, improved least, lesser and greater dragon mark, summon familiar, trap finding

Feats Combat casting, favored in house, least dragon mark, lesser dragon mark (b), greater dragonmark (b), quicken dragonmark (2)

Skills Appraise +5, Bluff +13, Concentrate +12 (+16 casting defensively), Diplomacy +10, Disguise +4 (+6 acting), Gather info. +6, Hide +8, Intimidate +6, Kn (arcane) +5, Kn (Geography) +7, Kn (local) +7, Kn (nobility) +7, Ride +6, Sense motive +8, Speak language (abyssal), Spellcraft +9, Survival +4 (+6 avoiding hazards/getting lost)

Possessions +1 deadly precision short sword, Red gem studded robe (worth 1,200 gp), has access to House Orien equipment supplies in Q’barra region

Hook “Its MY dragonmark, the slaves will be there when I say!”

Here is his Raven, Milton

Milton CE male magical beast CR -

Initiative +2 Senses Listen +5 Spot +7 Lowlight vision 60’

AC 17 Touch 14 Flat Footed 15
HP 27 (6 HD)
Fort +6 Ref +10 Will +11

Speed 10’; fly 40’
Melee claw +8 (1d2-5)

Atk Options deliver touch spells

Str 1 Dex 15 Con 10 Int 8 Wis 14 Cha 6

SQ improved evasion, share spells, empathic link, speak with master, speak common

Feats Alertness, Weapon Finesse (b)

Skills Bluff +10, Concentrate +11, Diplomacy +7, Gather info. -1, Hide +17, Intimidate +0, Kn (arcane) +2, Kn (Geography) +4, Kn (local) +4, Kn (nobility) +4, Listen +5, Sense motive +9, Spellcraft +6, Spot + 7, Survival +4 (+6 avoiding hazards/getting lost)


Do you know you can post them here:
www.darkmoongallery.com


No but I will look into it. thanks.

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