101 Villains [Archive] - Wizards Community

Post/Author/DateTimePost
yellowdingo

08-25-07, 12:27 PM
Post some Stats for your Campaign villain.

Whether that villain be Bob the Undertaker or Edward the Defiler...post um up with a quick description.
Return of the Flumph

08-25-07, 01:43 PM
*note: in my campaign, I use homebrew stats for the neogi, and have changed the way the aberration type works. Aberration is now a subtype under "Alien"*

Jikara is the owner of a vast neogi shipping/pirating syndacite. He dwells within the inner sanctum of a fortress on the Astral Plane, carved out of the calcified body of a dead god. He rarely leaves his home, preferring to let the many neogi captains under his ownership do his work for him.

Known on the prime worlds he trades with as "the chief executive," Jikara is a crafty stock broker who is slowly buying out all the merchant guilds on the worlds he trades with, hoping to establish a shipping monopoly across numerous primes. Utterly heartless and avaricious, Jikara uses assassination, theft, blackmail, and every other dirty trick to ensure the success of his ventures. If a civilization even resists being bought out by him, he sends weapons and other supplies to that nation's enemies, letting them destroy it and replace it with a new government more open to his advances.

He foments civil wars, rebellions, and invasions whenever it suits his purposes. His captains are instructed to use piracy and banditry whenever they can get away with it; so long as it does not mar his public image, Jikara approves of anything that brings in more money. If one of his raiding parties does get caught in the act, Jikarra publically denounces the captain responsible and turns him over to the local authorities. Thus, they are very careful to not get caught.

Jikara's secret weapon is 8-234, a rogue modron who he summoned to his astral lair. The renegade octodrone has revealed to him many of the secrets of the modrons, including how to build deadly constructs to guard his base.

Administrach Jikara
Neogi sorcerer 15
Small Alien (aberration)
Hit Dice: 4d8+15d4+38 (93 hp)
Initiative: +3
Speed: 30 ft./climb 20 ft.
Armor Class: 24 (+1 size, +3 dex, +8 bracers of defense, +2 natural), touch 22, flat-footed 21
Base Attack/Grapple: +10/+5
Attack: bite +10 melee (1d2 and poison and 4d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, Slave Musk, Body Heat, Spells
Special Qualities: resist poison +2, familiar
Saves: Fort +10, Ref +8, Will +15
Abilities: Str 8, Dex 17, Con 14, Int 15, Wis 15, Cha 20
Skills: I'll do this later
Feats: Quicken Spell, Craft Construct, Craft Wondrous Item, Maximize Spell, Spell Focus (evocation), Heighten Spell, Corrupt Spell
Challenge Rating: 17
Treasure: +8 bracers of defense, garter of body heat (4d6 fire damage, market price 59,000 GP), wand of dispel magic (CL 15), wand of magic missile (CL 15), enough money to buy a planet
Alignment: lawful evil

Combat

Poison (Ex): Injury. Fortitude save DC 16. 1d8 wisdom. The save DC is constitution based.

Slave Musk (Ex): Three times per day, Jekara can release a cone of psychotropic pheromones thirty feet long. All within the cone must succeed at a fortitude save (DC 16) or become hypnotized, as per the spell. While hypnotized, a creature can take no actions at its own initiative, can take only partial actions, cannot attack or cast spells, and suffers a -4 penalty to wisdom. Commands spoken in a neogi tone of voice act as suggestions cast by a fourth level sorcerer. Imitating this voice tone requires a Bluff check (DC 30) or a Perform (acting) check (DC 25). The trance lasts one hour for every four constitution points the neogi has, and can be reversed by slow poison, neutralize poison, or heal. The save DC is constitution based.

Body Heat (Su): Jekara's magic garter allows him to wreath himself in magical flames as a standard action. All who touch, ar hit by, or grapple him while the belt is active take 4d6 fire damage. A reflex save (DC 21) halves the damage.

Spells (Sp): Spells per day: 6/8/7/7/7/7/6/4. Spells Known: Zero level-Resistance, Detect Magic, Detect Poison, Read Magic, Arcane Mark, Message, Mending, Mage Hand, Dancing Lights. First level-Alarm, Shield, Grease, Expeditious Retreat, Magic Missile. Second level-Levitate, Blindness/Deafness, Eagle's Splendor, Shatter, Arcane Lock. Third level-Gaseous Form, Haste, Invisibility Sphere, Fireball. Fourth level-Greater Invisibility, Charm Monster, Polymorph, Black Tentacles. Fifth level-Mage's Private Sanctum, Teleport, Prying Eyes, Baleful Polymorph. Sixth level-Contingency, Forceful Hand, Flesh to Stone. Seventh level-Spell Turning, Prismatic Spray. Save DC's are 15+spell level.

Familiar (Ex): Jekara's familiar is a bizarre, alien creature that vaguely resembles a flatworm. Its name is Rikeesh. It grants Jekara a +3 bonus on Hide checks.

Rikeesh (diminutive alien (aberration)), 46 hp, AC 22, bite +16 (1 damage), or touch +16 (deliver touch spell for jekara), fort +7, ref +6, will +14, SR 20, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master, Speak With Alien Flatworms.



Neogi
Small Alien (aberration)
Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 30 ft./climb 20 ft.
Armor Class: 15 (+1 size, +2 dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +3/-3
Attack: bite +2 melee (1d2 and poison) or shortbow +6 ranged (1d4 and poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, Slave Musk
Special Qualities: resist poison +2
Saves: Fort +6, Ref +3, Will +5
Abilities: Str 6, Dex 14, Con 14, Int 12, Wis 12, Cha 14
Feats: Ability Focus (poison, slave musk)
Challenge Rating: 3
Treasure: double standard
Alignment: usually lawful evil
Advancement: by character class (favored class: sorcerer)

Combat

Poison (Ex): Injury. Fortitude save DC 16. 1d8 wisdom. The save DC is constitution based.

Slave Musk (Ex): Three times per day, a neogi can release a cone of psychotropic pheromones thirty feet long. All within the cone must succeed at a fortitude save (DC 16) or become hypnotized, as per the spell. While hypnotized, a creature can take no actions at its own initiative, can take only partial actions, cannot attack or cast spells, and suffers a -4 penalty to wisdom. Commands spoken in a neogi tone of voice act as suggestions cast by a fourth level sorcerer. Imitating this voice tone requires a Bluff check (DC 30) or a Perform (acting) check (DC 25). The trance lasts one hour for every four constitution points the neogi has, and can be reversed by slow poison, neutralize poison, or heal. The save DC is constitution based.
stolenchariot

08-25-07, 02:22 PM
My campaign's villain is the charming lich queen, Delilah Silvers.

her mother was murdered when she was young by her father, and she killed her father in retribution. Orphaned, she was apprenticed to a mage. obsessed with being reunited with the mother she was robbed from, she pilfered reagents from her master's stored, and studied the black art of necromancy from forbidden books ): By the time she was sixteen, she had neared the level of ehr master. After he died under mysterious circumstances, she inherited his estate and all of his works, as he had no living family. After many failed attempts at restoring her mother's soul to a body, she decided more than arcane prowess was needed. She sold her estate, changed her apearance, and apeared outside a monastary as a starving waif. She was taken in by the piteous orcs and taught their wisdom of death.

There she met a cleric, human like her self, and orphaned by the plague. He was quite powerful, and a good deal older than she. As he opened to her, he revealed his doubt, even bitterness toards the god of death he served for robbing him of his family. Delilah's sweet words and gentle touch slowly coaxed him into teaching her all he knew of divine magic, and they experimented together in the art of necromancy. Soon however, they were discoverd by the high priests, enraged at their protege's depravity, her cleric lover was damned by the god, turned into a hueceva. Delilah's presence was low key at most, so he wasunmissed when she fled with the abomination. Some time later, they encountered a cult, dedicated to aakening and freeing the abomination that was the first undead. Impressed with her power, they adopted Delilah and elevated her to their leadership. Soon after, she descended into lichdom, prepared to spend all eternity if necesary to find a way to be reunited with her mother.
taradusis

08-25-07, 10:07 PM
If you go to the top of "whats a DM to do"there's a resource thread with about 300 or so NPCs.Many of them have been quite well thought out.299444
Zousha_Omenohu

08-25-07, 11:51 PM
This guy's still in the formative stages, meaning no stats at the moment, but I've got his concept pretty much figured out.

Emperor Gendalius Arvadiur VVIII

Emperor Gendalius is the newly-crowned emperor of Oricion and the last of the House of Arvadiur, noteworthy because of his relative youth compared to most of his forebears. Gendalius had a reputation before his coronation of being a hedonistic and cruel prince, and while it is clear that he still is very selfish, the other members of the court are astonished at his skillfull, if ruthless political maneuvering.

Gendalius has cemented his rule recently, and is firmly a tyrant in the minds of the people. One of his first acts in office was to reverse several reforms his father and grandfather had enacted, demanding that the non-human provinces of the empire adopt Imperial high culture, especially the state religion. Another, more important reform is declaring himself the sole sovreign of the empire, removing the ability of the local governors and kings to make decisions. He even goes so far as to strip these leaders of their official titles and positions, taking their possessions and lands as "imperial property". This has everyone incensed, but the elves are especially angered by this, as they value their pantheon and independence.

The emperor is no foolish megalomaniac, though, and all the provinces know that if they step out of line, Gendalius will send the Imperial Army to force compliance, one way or another. In addition, he has made contact with an obscure cult called the Gen Zai, who are fanatical in both their religious beliefs and their patriotism. They believe that an emperor of Oricion is destined to become a god who will rule over an empire that will last forever, though which emperor this is has never been certain. Gendalius seems to take them seriously, as he has fashioned the Gen Zai into his own personal assassination squad. They silence anyone even remotely suspected of questioning the course of the empire.

Gendalius is well aware that his empire is corrupt and decaying, but he is determined to preserve it by any means necessary. Because of this, he is secretly researching godhood, planning to be the messiah the Gen Zai are expecting. He will not allow the empire to die or fracture, and if the provinces try to secede, he will see them burn to keep his empire.

Little does he know that his quest to become the eternal and unchallenged master of his empire will only make him the twisted slave of a power that he should have left imprisoned.
anas_thesy84

08-26-07, 01:29 PM
my villain's name is marc-andre, a ancient red dragon in the form of a retarded 31 years old guy who barge from nowhere and do stupid stuff to destabilize the PCs...not really creative huh?
Delfedd

08-26-07, 01:42 PM
Aw man... i would be so annoyed with you as a DM. Why is he destablizing the PCs? Why not some other random people?
Dog_O_War

08-28-07, 01:10 PM
The villain of book one of my campaign (one of the campaigns anyway; and I divide the sections of my campaigns into 'books') is an advanced hit dice greater barghest by the name of Akshron the Devourer. He is the mastermind and leader of a goblin tribe; they worship him as a god. He weilds a huge torturous great axe called Banshee's Wail. Akshron is a behind the scenes villain for the greater part of the adventure, only being referred to by his minions as threats and he like. Having spent quite a long time on the prime, he finds that his "goblin" form has become more to his liking.
Lyinginbedmon

08-29-07, 06:19 AM
Well...let's see. At present, the big moves and shakers are the BroShaCho Trio (Alabaster Bronislav, Dark Shadow, and Valius Chortle). Each of whom reaches ECL 30.

So I'm going to just detail the present, ground-level, villains: Brae Atlas and Su Liav.

Atlas recently took over Warden duties at Larkhill Prison, where the party are presently imprisoned with some of the worst criminals imaginable. He did some employee turnover, and placed Su Liav in the place of Bishop.

Brae Atlas - Human Monk 4/Fallen Paladin 6/Blackguard 3
Su Liav - Half-Elf Rogue 1/Cleric 4/Black Flame Zealot 8

Brae used to be a Peloran paladin until BroShaCho briefly took over the country. He knew they were evil from the moment he first heard of them, but he admired what they were attempting: make the world a better place, by force. He chose to fall from Pelor's grace and move in with BroShaCho's lot after hunting down Dark Shadow (A rakshasa). From there, he worked to emulate Alabaster, the group's face, who is similarly a Monk/Blackguard (Though he has spellcasting levels as well in the epic regions), and edged his way into Warden of the prison by using Planar Motes to hide his alignment and ensuring that he sent numerous evil-doers to the prison. He's evil, but his convictions have never been stronger.

Su was a bit different. He started as a Cleric of Yondalla, whose local temple was ransacked during a Zakian parade after BroShaCho's reign. He had a difference of opinion on what to do when he learned that the Zakian priests had been behind it, and was expelled from the temple. From there, he wandered the streets of Beldor, seeing many things that flew right in the face of his previous beliefs, and was eventually picked up by the few surviving members of the same cult. A small amount of magical/psychological pushing, and he was a new Cleric of Zakia. He was brought in by Brae to be the prison's Bishop, where he oversees the application of the Cerebrixes being used to turn the prisoners into loyal puppets.
Alyss

08-29-07, 09:43 AM
12
Delfedd

08-29-07, 02:25 PM
I've got a Villan in an upcoming game Savage tide adventure. This character is an enemy of the BBEG and the PCs. Early in the game, the PCs find a ship with everyone on board either dead or mutated and insane. The PCs eventually aquire it, and will likely feel the need to be rid of the dead bodies. The Captain is among the dead.

When the Pirate captain goes to the Abyss, he pleads with Orcus, asking the Demon-Prince for his revenge, in return for reports on activity in the ocean. The Demon-Prince agrees, and grants him his old ship back. When on his own ship, the captain is a Monsterous beast (possibly a half-farspawn Marlith,) however, when he leaves his ship, he returns to humanoid undeadness. However, he can only come out in the dark, and when the sun's rays hit him he leaves to the plane of shadow.Because he is ashamed of his own face, he always wears a helmet that covers his entire head.

The result is an undead, spooky ghost ship that only comes out at night, manned by the living, the dead, and demons, and captained by a giant tentacled monstrosity.
Lyinginbedmon

08-30-07, 03:44 PM
Ok, time for a history lesson.

402 years ago, Larkhill Prison was a fairly recent institution, only 60 years old. Built to contain the worst inmates imaginable, and whilst it had it's fair share of breakouts, it did it's job well.

However, war brings everyone to their knees. With funds to the prison instead going to help win the Great War, started 442 years ago, the prison suffered considerably. Maintenance started going undone, and eventually disease began to stirr in the population.

Then, 20 inmates fell sick with a terrible plague. To contain the outbreak, the guards locked them away in a storage room in the underground boiler level. 19 of the inmates fell to their sickness, but the 20th survived. He banged desperately on the door to be let out, but the guards couldn't risk releasing the plague as well.

As a result, he was locked away and forgotten in the storage room. To survive, he began feeding on the carcasses of the other inmates, until eventually he died of thirst. He awoke as a gravetouched ghoul, still hungering for living flesh, and the necromantic energies of his creation spurred 4 more inmates to awaken as plague blights.

The ghoul sent the blights to beat at the stone walls of the room, hoping to gradually tear it down and wreak revenge on his imprisoners. The guards heard this, and rapidly sealed an earth elemental into the structure, reinforcing it beyond the ability of the blights to damage, entombing them forever. As a matter of government embarassment, the warden of the time erased the incident from the books with a fire that tore through the record library later that year.

The ghoul and his plague blight minions stayed locked away for all 400 years, and Vex the Malign has hungered for all of them.

Vex the Malign (Named in homage of the lich, Klaxx) - Gravetouched Ghoul Human Warlock 3/Sorcerer 4/Eldritch Theurge 5
Vex was initially imprisoned in Larkhill for pursuing illegal experiments against innocent civilians.