NPC mid-adventure villain, undead druid


Homebrew and House Rules


In my Greyhawk campaign, the characters are now exploring an ancient dungeon complex which was once a sanctuary of Nerull during the reign of Vecna.
I would like to play a tough encounter with a spellcasting undead druid in the middle of the level, maybe with some mummified animal companion of sorts.
Any idea how to build this? Maybe I could use some of the new APG classes or rules? And most importantly which kind of undead template should I use? Mummies, dread zombies, ghouls?
The dungeon complex is shaped on the idea of an ancient celtic (flan) catacomb, full of zombies that wield bronze weapons, underwater springs and plants, phosphorescent fungi, rotting vegetation and shambling mounds etc, so an undead druid would fit my idea of a proto-Nerullian death cult.
Ideas?


Here is a first draft:

Borzuvog Garsahoxan, CR 11
XP 12,800
NE male flan human mummy druid 11
Init +6; Senses darkvision 60 ft.; Perception +28
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)
-- Defense
AC 26, touch 13, flat-footed 23; (+3 armor, +2 Dex, +1 dodge, +10 natural)
hp 162 (8d8+11d8+76)
Fort +12, Ref +7, Will +19
DR 5/—; Immune undead traits
Weaknesses vulnerable to fire
-- Offense
Speed 20 ft.
Melee slam +21/+16/+11 (1d8+9 plus curse)
Special Attacks
Druid Spells Prepared (CL 11th)
5th - 2
4th - 3
3rd - 4
2nd - 6
1st - 6
0 - 4

-- Statistics
Str 22, Dex 14, Con -, Int 12, Wis 22, Cha 16
Base Atk +14; CMB +20; CMD 32
Feats Augment Summoning, Dodge, Hover, Improved Initiative, Leadership, Natural Spell, Persuasive, Power Attack, Spell Focus (Conjuration), Toughness, Weapon Focus (slam)
Skills Fly +24, Intimidate +25, Knowledge (Nature) +23, perception +28, Sense Motive +28, Spellcraft +23
Languages Ancient Flan, Sylvan
Gear bracers of armor +3, headband of alluring charisma +2

-- Special Abilities
Despair (Su) All creatures within a 30-foot radius that see Borzuvog Garsahoxan must make a DC 17 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by her despair ability for 24 hours. This is a paralysis and mindaffecting fear effect. The save DC is Charisma-based.

Curse (Su) Mummy Rot: slam—injury; save Fort DC 17; onset 1 minute; frequency 1 day; effect 1d6 Con and 1d6 Cha; cure —. Mummy rot is both a curse and a disease and can only be cured if the curse is first

removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from the disease cannot recover naturally over time. Anyone casting a

conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot

be raised without a resurrection or greater magic. The save DC is Charisma-based.

Nature Bond, Animal Companion (jackal),
nature sense:
Orisons:
Wild empathy:
Woodland stride:
Trackless step:
Resist nature’s lure:
Wild shape: 4/day
Venom immunity:

I need help to build a good spell roster, ideas for equipping the NPC villain with some devious magical item, and eventually good tactics I could use. I would like to stick to the Core Rulebook suggestions for a villain of this level (19 total levels but still CR 11, I copied it from Classic Horrors Revised)
Consider the characters are now very deep in a natural labyrinth dug into wet earth, full of insects, roots and underdark plant life, even if almost everything is now in undead semi-state. Very close is a nexus to the negative energy plane, so I was considering adding Xeg-Yi and similar negative plane elements.


Here's an hypotetic write up

Borzuvog Garsahoxan, CR 11
XP 12,800
NE male flan human mummy druid 11
Init +6; Senses darkvision 60 ft.; Perception +28
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)

Defense
AC 26, touch 13, flat-footed 23; (+3 armor, +2 Dex, +1 dodge, +10 natural)
hp 162 (8d8+11d8+76)
Fort +12, Ref +7, Will +19
DR 5/—; Immune undead traits
Weaknesses vulnerable to fire //this will be covered with resist energy

Offense
Speed 20 ft.
Melee slam +21/+16/+11 (1d8+9 plus curse)
Melee mwk schythe +21/+16/+11 (1d8+9/x3), trip
Special Attacks
Druid Spells Prepared (CL 11th)
5th - control winds, wall of thorns
4th - air walk, freedom of movement, spike stones
3rd - sleet storm, stone shape, contagion, poison
2nd - fog cloud, soften earth and stone, chill metal, resist energy (fire). summon swarm, Fire Trap
1st - Obscuring Mist (2), Entangle (3), Longstrider
0 - detect magic, read magic, mending, create water

Statistics
Str 22, Dex 14, Con -, Int 12, Wis 22, Cha 16
Base Atk +14; CMB +20; CMD 32
Feats Augment Summoning, Dodge, Hover, Improved Initiative, Leadership, Natural Spell, Persuasive, Power Attack, Spell Focus (Conjuration), Toughness, Weapon Focus (slam)
Skills Fly +24, Intimidate +25, Knowledge (Nature) +23, perception +28, Sense Motive +28, Spellcraft +23
Languages Ancient Flan, Sylvan
SQ nature sense, Wild empathy, Woodland stride, Trackless step
Wild shape: 4/day
Combat gear dust of disappearance; Gear bracers of armor +3, headband of alluring charisma +2

Special Abilities
Despair (Su) All creatures within a 30-foot radius that see Borzuvog Garsahoxan must make a DC 17 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by her despair ability for 24 hours. This is a paralysis and mindaffecting fear effect. The save DC is Charisma-based.

Curse (Su) Mummy Rot: slam—injury; save Fort DC 17; onset 1 minute; frequency 1 day; effect 1d6 Con and 1d6 Cha; cure —. Mummy rot is both a curse and a disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from the disease cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.

Nature Bond, Animal Companion (undead blood jackal),

++ COMPANION ++

undead Blood Jackal (CR -)
XP -
NE Medium undead
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +10

DEFENSE
AC 23, touch 13, flat-footed 19 (+4 Dex, +9 natural), mobility
hp 60 (9d8)
Fort +8, Ref +9, Will +4 (+8 vs. enchantment)
Immune undead traits

OFFENSE
Spd 40 ft.
Melee bite +10 (1d6+6 plus blood drain) or
tongue +11 (1d4+2 plus blood drain plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with tongue)
Special Attacks blood drain, blood frenzy

TACTICS
Before Combat If possible, blood jackals attempt to sneak up on sleeping or unsuspecting prey and drain blood.
During Combat Blood jackals work together to attack and flank opponents. They attack first with their tongues, attempting to drain enough blood to go into a blood frenzy.
Morale Blood jackals normally flee if reduced to half their hp or if half their number have been slain or driven away. Once they have tasted blood and are in the throes of blood frenzy, however, blood jackals fight to the death.

STATISTICS
Str 19, Dex 19, Con 15, Int 6, Wis 13, Cha 8
Base Atk +6; CMB +9 (+13 grapple); CMD 22 (26 vs. trip)
Feats Run, Skill Focus (Perception), toughness, blind fight, mobility, Weapon Focus (tongue)B
Skills Acrobatics +8, Perception +9, Stealth +8, Survival +5;
Languages Common
SQ anesthetic saliva

ECOLOGY
Environment warm deserts
Organization solitary, pair, or pack (7-12)
Treasure incidental

SPECIAL ABILITIES
Anesthetic Saliva (Ex) A blood jackal’s tongue is coated with an anesthetic that numbs its victim’s body and prevents the victim from feeling pain. A creature struck by the blood jackal’s tongue outside of combat (such as while sleeping, or if surprised), must make a DC 14 Fortitude save or be unaware of the attack and subsequent blood drain. This ability has no effect in combat or if the victim is aware of the blood jackal. The save DC is Constitution-based.
Blood Drain (Ex) A blood jackal drains blood for 1d4 Constitution damage.
Blood Frenzy (Su) A blood jackal that has dealt at least 4 points of Constitution damage from its blood drain ability goes into a blood frenzy, identical to a barbarian’s rage ability. The blood frenzy lasts for a number of rounds equal to 4 + the jackal’s Constitution modifier.

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