St. Kargoth - updated for Pathfinder (and then some)


Savage Tide Adventure Path


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Hey all,

We are -finally- closing out the Savage Tide adventure path.

We're running it under Pathfinder Rules (which creates its own problems, including a LOT of time spent updatinr, or just "winging it" for the NPC's).

The group consists of 7 adventurers, each 22nd level as they enter Wat Dagon for the final showdown.

I've always been a huge St. Kargoth fan, and wanted to do him proud as his big moment came.

So, I gave him a full (and very powerful) update - as befits someone facing 7 22nd level experienced players at the same time...

St. Kargoth the Betrayer
Male half-fiend human death knight anti-paladin 20/thrall of Demogorgon 5
CE Medium undead
Init +2; Senses darkvision 60 ft., detect good, true seeing; Perception +36
DEFENSE
AC 48 (+14 armor, +5 deflection, +16 natural, +1 Dex, +1 Haste)
Touch 18
Flat-footed 45
HP 558 (20d10+5d8+350 from desecrate)
DR 15/cold iron and good, 3/- (adamantine armor)
Immune acid, cold, electricity, polymorph, positive energy, undead traits
Resist fire 30; SR 39
Fort +51, Ref +32, Will +38
OFFENSE
Speed 40 ft., fly 40 ft (perfect)
Melee Deathbringer +56/+56/+52/+47/+42 (1d6+27, plus 1d6 fire, 17-20), and Demogorgon’s Bilious Sphere +56/+52/+47/+42 (1d6+27 plus 1d6 acid, 19-20 plus 1d10 acid on crit.)
Melee with Power Attack (7) Deathbringer +49/+49/+45/+40/+35 (1d8+41, plus 1d6 fire, 17-20), and Demogorgon’s Bilious Sphere +49/+45/+40/+35 (1d6+34 plus 1d6 acid, 19-20 plus 1d10 acid on crit.)
Special Attacks abyss blast, auras, channel negative energy, dual actions (2/day), reaching touch (3/day), smite good 8/day, staggering critical (DC 35), touch of corruption plus cruelty 23/day (60 points), two-weapon rend (1d10+31)
Half Fiend Spell-Like Abilities (CL 25th; concentration +38)
3/day – darkness, poison (DC 27), unholy aura (DC 31)
1/day – blasphemy (DC 30), contagion (DC 27), desecrate, destruction (DC 30), horrid wilting
(DC 31), power word kill, summon monster IX, unhallow (invisibility purge), unholy blight
(DC 27)
Anti-Paladin Spells (CL 17th; concentration +30)
4th (7) freedom of movement, greater invisibility x2, inflict serious wounds x4,
3rd (7) dispel magic x4, nondetection (DC 28), vampiric touch x2
2nd (6) corruption resistance (15), hold person (DC 25) x3, silence x2
1st (8) inflict light wounds x8
STATISTICS
Str 52 (+21), Dex 14 (+2), Con --, Int 16 (+3), Wis 18 (+4), Cha 36 (+13)
Base Atk +25 (equiv. +31 from heroism, haste, and desecrate)); CMB +52; CMD 54
Feats (16) channel smite, critical focus, double slice, greater two-weapon fighting, improved critical (light mace), improved critical (long sword), improved two-weapon fighting, mounted combat, power attack, ride-by attack, spirited charge, staggering critical, two-weapon fighting, two-weapon rend, weapon focus (longsword), weapon focus (light mace)
Skills (+4 to all due to Greater Heroism) Bluff +45, Fly +31, Intimidate +45, Knowledge (Religion) +35, Knowledge (the planes) +35, Perception +36, Stealth +44 (+15 from armor)
Languages Abyssal, Celestial, Common, Draconic
Combat Gear +5 greater shadow adamantine full plate, Deathbringer (+5 anarchic, flaming, lawful outsider bane, speed, adamantine longsword), Demogorgon’s Bilious Sphere, boots of speed, belt of giant strength +6, headband of Charisma +6, amulet of natural armor +5, ring of protection +5, ring of evasion, cloak of resistance +5
SPECIAL ABILITIES
Abyssal Blast (Su) As a death knight, St. Kargoth can unleash a blast of unholy energy 1/day, range 1,200 ft., with a 20-ft.-radius spread. The blast inflicts 20d6 damage (unholy energy); a DC 32 Reflex save halves the damage.
Flight (Su) St. Kargoth’s fly speed is supernatural in nature, functioning similarly to that granted by a fly spell, save that it cannot be dispelled. This is a boon from Demogorgon.
True Seeing (Su) St. Kargoth has been granted permanent true seeing by Demogorgon as a boon for his centuries of loyal service. This effect is constant and cannot be dispelled.
Positive Energy Immunity (Ex) As a death knight, St. Kargoth is unaffected by positive energy and positive energy-based abilities (such as turn undead or aligned channel).
Scaly Flesh (Ex) As a Thrawl of Demogorgon, St. Kargoth already steel-hard flesh becomes even stronger, giving him a +2 bonus to his natural armor.
Reaching Touch (Su) As a Thrawl of Demogorgon, St. Kargoth can stretch his limbs unnaturally 3/day, increasing his reach by an extra 5 feet for 1 round.
Dual Actions (Su) As a Thrawl of Demogorgon, St. Kargoth can take two full rounds’ worth of actions in the same round 2/day.
Aura of Evil (Ex) As an antipaladin, St. Kargoth gives off an aura of overwhelming evil. A paladin who uses smite evil upon him deals 2 points of damage per paladin level on his first successful strike.
Detect Good (Sp) At will, as an antipaladin, St. Kargoth can use detect good as the spell.
Smite Good (Su) As an antipaladin and half-fiend, St. Kargoth can smite good 8/day. As a swift action, St. Kargoth selects one good opponent. St. Kargoth adds his Charisma modifier (+13) on his attack rolls and adds his antipaladin levels (+20) on all damage rolls made against the target of his smite. If the foe is a good outsider or dragon, the damage from the first successful attack is doubled (+20).
In addition, while the smite is in effect, St. Kargoth gains a deflection bonus equal to his Charisma modifier (+13) to his AC against stacks made by the target of his smite. The smite remains in effect until the target is killed, St. Kargoth starts a new smite vs. a different target, or the next time St. Kargoth rests.
Unholy Resilience (Su) St. Kargoth gains a bonus to all his saving throws equal to his Charisma modifier (+13).
Touch of Corruption (Su) As an antipaladin, St. Kargoth can shroud his hand with a fiendish flame, causing terrible wounds to open on those he touches. He can use this ability 23 times per day as a standard action. As a touch attack, this effect causes 60 points of damage (see Unholy Champion, below).
Cruelty (Su) As an antipaladin, St. Kargoth adds a cruelty effect to his touch of corruption ability. Whenever he uses his touch of corruption ability to deal damage to a target, the target also receives the additional effect from one of the cruelties possessed by St. Kargoth. The choice of cruelty is made at the time the touch of corruption attack is used. The target receives a Fortitude Save, DC 33, to avoid the cruelty. The cruelties available to St. Kargoth are: sickened, staggered, cursed, poisoned, blinded, stunned. When St. Kargoth uses his Channel Smite feat, a cruelty also affects the target.
Channel Negative Energy (Su) As an antipaladin, St. Kargoth can channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability.
Aura of Cowardice (Su) As an antipaladin, St. Kargoth gives off an aura with a 10’ radius that causes all enemies within the aura to suffer a -4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose this immunity while within the aura.
Aura of Despair (Su) As an antipaladin, all enemies within 10 ft. of St. Kargoth take a -2 penalty to all saving throws.
Aura of Vengence (Su) As an antipaladin, St. Kargoth can expend two uses of his smite good ability to grant the ability to smite good to all allies within 10 feet.
Aura of Sin (Su) As an antipaladin and half-fiend, St. Kargoth’s weapons are considered both Evil an Chaotic for purposes of overcoming damage reduction.
Aura of Depravity (Su) As an antipaladin, each enemy within 10 feet of St. Kargoth takes a -4 penalty on all saving throws vs. compulsion effects.
Channel Negative Energy (Su) As an antipaladin, St. Kargoth can channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability.
Fiendish Boon (Sp) As an antipaladin, St. Kargoth has chosen to add the anarchic, flaming, and speed weapon abilities to Deathbringer.
Unholy Champion (Su) As an antipaladin, St. Kargoth is a conduit for the might of Demogorgon. Whenever he uses smite good and successfully strikes a good outsider, the outsider is also subject to a banishment functioning at 20th level (with his weapon and unholy symbol counting as objects the subject hates). In addition, whenever St. Kargoth uses his touch of corruption of channels negative energy, he deals maximum possible damage.
Inherent Bonuses St. Kargoth has a +5 inherent bonus to Strength and Charisma.
SPECIAL ITEMS
Demogorgon’s Bilious Sphere (Major Artifact, CL 25) +5 corrosive burst unholy adamantine light mace.
- Can cast stinking cloud 5/day (DC 28)
- Can cast acid fog 3/day (DC 32)
- 3 day as a swift action, can create three spheres of acid that attack foes independently. Spheres function as flaming spheres in every other way, except the damage they inflict is acid damage.
- 1 day, can create a feeling of intense hatred in a creature within 60 ft. The target can resist this effect with a DC 30 Will save, otherwise it views another creature within sight (chosen by the Sphere’s 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 hous pass. It may be dispelled as if it were dominate monster.
- A creature whom Demogorgon favors can, as a free action, gain the following benefits once per day: greater heroism, spell turning (10 levels), 4d12 temporary hit points, a +6 profane bonus to Strength.


Pathfinder Adventure Path Subscriber

Ick, I feel tainted. I know I would not want to fight him. I do belive your players will hate you for this. Have fun!

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber

Kind of surprised you didn't go for the Graveknight template, Pathfinder's OGC equivalent. I forget which book in Council of Theives it's in, or else there's d20pfsrd - http://www.d20pfsrd.com/bestiary/monster-listings/templates/graveknight-tem plate


The Graveknight!

That's what it was!

I've got so many bloody Pathfinder books on the shelf that I couldn't find it.

Thanks for the reference!

There are gonna be some revisions - it'll depend on how many show up for the gaming session. If it is all 7, well, it'll be fun.

This is a power-group, they made VERY effective use of magic item creation feats and such - so I figured I'd be a bit merciless when they face one of the iconic bad guys of Greyhawk history.


I'll be expecting some good stories on the obituaries thread! :)


Awesome. I'm thinking about making him a cavalier/anti-paladin mix in my game, but my players are only in Lightless Depths atm, so I don't know when that will be.


Sorry to bump this post but I'm trying to stat this guy for my game and every build has insane amount of hit points. Kargoth is undead so why is everyone adding in a CON bonus for hit points? The math looks like they are using his CHA mod instead of CON mod. Any help?


Undead use charisma instead on constitution for hit points. Standard rule in PF. Look up undead traits in the Beastiary :)

Liberty's Edge RPG Superstar 2013 Top 16

Nice! He'll probably still drop like a sack of potatoes, though. Nature of the game with a large party of high level adventurers.

I used the grave knight for my conversion. I hacked the large party/high level issue because I had a paladin of Heironeous in the group and I wanted him to get some spotlight time. Kargoth challenged him to single combat in order to get the rest of the party out of the fight. It ended up being a pretty even match, but the paladin won with difficulty (as intended).


Ah, Saint Kargoth the Betrayer. Originally his build was half-fiend human death knight ex-paladin 8/blackguard 10, which made his CR 23. I have not reached Prince of Demons in my conversions but I suspect that I will be converting Kargoth as a half-fiend graveknight (+5 CR modifier) anti-paladin 20 (CR 19) = CR 24. I am going for CR 24 because the number of PCs tends to average around five or six characters. In addition, I am looking at doing an evil-variant of the Warrior of the Holy Light paladin archetype. Sure, he will not have spells per se but the original Kargoth's blackguard spells were far too easy to dispel so it is not a huge loss to remove his spells and replace them with abilities that improves his martial prowess.

In order to make the fight more dramatic, I might add in high level skeletal champions (specific classes might include a cleric to keep healing the undead bad guys).

CB out.


High level skeletal champions is good...but what about a few other death knights of Oerth to help out instead?

Liberty's Edge RPG Superstar 2013 Top 16

A cabal of mook death knights would be cool.


I was thinking more along the lines of some of the actual named death knights, like Lord Monduiz Dephaar, Lady Lorana Kath of Naelex, Prince Myrhal of Rax, Sir Maeril of Naelax, Sir Farian of Lirtham, Lord Andromansis of Garasteth, Sir Oslan Knarren, Sir Rezinar of Haxx, Lord Thyrian of Naelax, Sir Minar Syrric of Darmen, Duke Urkar Grasz of Torquann, Sir Luren the Boar of Torquann, or Lord Khayven of Rax.

Lady Kath, for instance, is a cleric, and Lord Khayven was found in the Lost Temple of Demogorgon trying to restore his humanity. I don't know if PCs could handle all thirteen (twelve, I suspect, since one of them is now simply an intelligent weapon) at once, but that would sure as hell be a memorable fight.


Granted, a number of legendary death knights on hand to deter the PCs seems like it would be quite the memorable fight. However, I would refrain from doing so because I feel like it would over-saturating the market. Sometimes, too much of a good thing is bad.

But if your players want back-to-back epic fights, go for it. I would recommend having a fellow gamer to assist you in running the large number of powerful npcs. It is what I do when I know the encounter will feature a lot of npcs or multiple npcs with stat blocks that take up multiple pages.

Darkhope, let us know how you have re-designed Saint Kargoth, if you are willing to share. :)

CB out.


Not really redesigning him. I started a plot in my epic game that accidentlly looks like the Savage Tide Adventure Path. In my game Demogorgon is using a Cult to perform rituals on various places of power throughout the planes to create a nexus at the Wells of Darkness (abyssal prison plane). He's using the binding and containing magics to draw the "Far Realm" plane back into the abyss so he can take power from hibernating Obyrith Lords. (a.k.a. Cthulhu Mythos creatures in my world). If he accomplishes this his power will Rival AO from Forgotten Realms and he will wage war on all the planes. (Hope that doesn't sound retarded but w/e its my game, my rules). But I started google'ing Demogorgon and minions and histories and found STAP. So I'm fleshing out Demogorgon's Court of BBEG for my epic party and the plot line of the adventure in 3.5. I found 2 versions of Kargoth, this one is the weaker one but its still to big for my game so I toned him down a little bit. Thanks for the info though on the CHA bonus to HP. That doesn't exist in 3.5 but I like the idea to make him tougher. I may make it an item or artifact he carries.


If I remember rightly, it did appear in late 3.5... in one of the later splat books...

Not sure where it appeared first, but a feat for it was in the original Rise of the Runelords AP for 3.5, in the Skinsaw Murders.


Kain Darkwind wrote:

I was thinking more along the lines of some of the actual named death knights, like Lord Monduiz Dephaar, Lady Lorana Kath of Naelex, Prince Myrhal of Rax, Sir Maeril of Naelax, Sir Farian of Lirtham, Lord Andromansis of Garasteth, Sir Oslan Knarren, Sir Rezinar of Haxx, Lord Thyrian of Naelax, Sir Minar Syrric of Darmen, Duke Urkar Grasz of Torquann, Sir Luren the Boar of Torquann, or Lord Khayven of Rax.

Lady Kath, for instance, is a cleric, and Lord Khayven was found in the Lost Temple of Demogorgon trying to restore his humanity. I don't know if PCs could handle all thirteen (twelve, I suspect, since one of them is now simply an intelligent weapon) at once, but that would sure as hell be a memorable fight.

Where can one find info on these guys?


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Orthos wrote:
Kain Darkwind wrote:

I was thinking more along the lines of some of the actual named death knights, like Lord Monduiz Dephaar, Lady Lorana Kath of Naelex, Prince Myrhal of Rax, Sir Maeril of Naelax, Sir Farian of Lirtham, Lord Andromansis of Garasteth, Sir Oslan Knarren, Sir Rezinar of Haxx, Lord Thyrian of Naelax, Sir Minar Syrric of Darmen, Duke Urkar Grasz of Torquann, Sir Luren the Boar of Torquann, or Lord Khayven of Rax.

Lady Kath, for instance, is a cleric, and Lord Khayven was found in the Lost Temple of Demogorgon trying to restore his humanity. I don't know if PCs could handle all thirteen (twelve, I suspect, since one of them is now simply an intelligent weapon) at once, but that would sure as hell be a memorable fight.

Where can one find info on these guys?

Dragon Magazine issue #290 and #291. In addition to St. Kargoth, Lord Dephaar, Lady Kath, and Prince Myrhal are given full stat blocks within the second article. The remainder are described with their relevant histories and their class levels, along with their alignment.

CB out.


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Lord Khayven is statted out fully in Dungeon Magazine #120, where he appears in the Lost Temple of Demogorgon. This adventure is unrelated to STAP, but can easily be integrated in.


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It is also worth noting that the Lord Khayven in Dragon 291 (18th level blackguard/paladin, I think) is more powerful than the full statted version in Dungeon 120, where he is a 14th level fighter or some such. I don't know which version is more faithful to the character.

As for Lost Temple of Demogorgon, I heartily advise you to integrate it into the Savage Tide. I did, it was on the Isle of Dread, a lost troglodyte stronghold that the Jade Ravens were turned back and forced to retreat from while exploring. The PCs encountered it after the Lightless Depths.

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