1001 BBEGs [Archive] - Wizards Community

Post/Author/DateTimePost
Yan-C-Bin

07-11-05, 11:02 AM
-BBEG thread replace

Hello. This thread is meant for BBEG archivation. If youīre a DM, and your players donīt use the forums, you can post here your BBEG. But now, whatīs a BBEG?
BBEG: Big Bad Evil Guy.
Usually, they arenīt just neutral evil. A BBEG can be any opponent you can create, supposing heīs more than a bunch of stats (and know, I have a lot of builds Iīm tempted to post but are just stats so I keep them to myself).
RULES:

First of all, every BBEG needs to be posted with this tag complete.
World-specific: Yes/no
If itīs world-specific, can it be tweaked to adapt to some other world? Yes/no
Alignment:
Concept style: Describe his concept in four words or less. Examples:
Dark redeemed guy (was good once). Example: Ex-paladin blackguard.
Bizarre guy (just weird). Example: evil experiment with tentacles.
Utterdark guy (been evil, seen evil, done evil, plain evil). Example: Very bad cleric.
Inertia guy (no different from its kind). Example: Red dragon.
Chosen guy (different from its kind). Example: Chosen of bane.
Funny guy (not so serious). Example: Clown.
Possible ally (might be of aid). Example: Controlled paladin.
Exasperating weirdo (more annoying than dangerous). Example: Peter Parkerīs boss.
Evil style: If heīs evil, tell us in which of the cathegories of evil guys from BoED he falls. These are:
Boorish thug.
Tyrant.
Scheming liar.
Psychopath (does evil because itīs evil).
Sophisticate (They seem like psychopaths to me, but what the hell. They just seem to enjoy doing evil things as a passtime).
Misguided fool (doesnīt know what does he do).
Monster (horrible, beastly guy, like a hobgoblin who likes drinking blood).
Unexpected villain (like the good cleric being a werewolf).
OTHER ONES OF MY INVENTION:
Higher purpose (finds what he does as the only way to something he does not for himself)
Hates the world.
Peaceful encounter (not meant to be fought in an actual fight)
Carefree (would be less evil if he measured consequences)
Hierarchy style: Tell us how does he work best.
High and Mighty Boss: This guy is the bad guy and everyone knows him as such. Example: Standard warlord.
Hidden boss: This guy is the real bad guy, but no one knows it. Example: Advisor poisoning the king to control his mind.
Obscure boss: This guyīs the real bad guy, but no one knows him. Example: Mind flayer controlling the kingīs mind.
Backguard: This guy is the real BBEGīs guardian. Example: Advanced gorgon.
Right hand: This guy deals orders in representation of his master. Example: Servant of the real BBEG.
Standalone: This guy works alone. Example: Ravager.
One among equals: This guy works with others of its kind. Example: Alliance member.

Second, try not to use an epic BBEG. If you want, go ahead and do so, but do not post his full stats. Only his build, and general combos present.

Okay, my first try.

Rossini Hebraska

World-specific: Yes
Tweakable: Yes
Alignment: Neutral Evil
Concept: Dark redeemed/Chosen/Funny
Evil style: Slightly psychopath, Higher purpose.
Hierarchy style: Obscure boss.

Male human quasi-deity Clr 17. CR 18 Medium-size humanoid (human). Hit Dice: 17d8+34 (170 hp). Initiative: -1 (dexterity). Speed: 60 feet. AC: 39 (-1 dex, +13 armor, +7 shield, +6 deflection, +5 natural). Attack: +21 1d8+9 mace +4. Full attack: +21/+16/+11 1d8+9 mace +4. Special attacks: Rebuke or Command undead 9/day +8. Special qualities: Aura of evil, SR 32, Spawn of the Creator. AL: NE. Saves: Fort +23 Refl +15 Will +32. Abilities: Str 14 (20 with belt), Dex 8, Con 14, Int 12, Wis 27 (33 with periapt), Cha 16 (22 with cloak). Height: 6 ft. 2 in.
Skills and feats: Craft (Weaving) +21, Diplomacy +26, Heal +31, Jump +15, Knowledge (religion) +31, Listen +21, Sense Motive +31. Augment Summoning, Eschew Materials, Divine Spell Power, Improved Critical (mace), Improved Counterspell, Sacred Healing, Weapon Focus (mace).
Cleric spells per day: 6/8/8/8/8/6/6/5/4/2. Domains: Darkmatter (special domain), Destruction (+4 attack and +17 damage on one attack/day).
Signature possesions: Emerald Barrier (Full plate +5 granting a +5 resistance on saves), Mace +4, Belt of Strength +6, Periapt of Wisdom +6, Cloak of Charisma +6, Cap of the High priest (artifact, described below), large shield +5, ring of natural armor +5.
Spawn of the Creator (Ex): Rossini receives 12 extra skill points at first level, and 3 extra skillpoints at each level, due to his divine heritage.
DARKMATTER DOMAIN: Rossini Hebraska follows the teachings of AvlTron, a prime god of both destruction and creation. The darkmatter domain represents the special matter AvlTron used for most of his artifacts. The darkmatter is now completely gone. This domain allows him to widen spontaneously his spells, once per day per point of charisma bonus.
Darkmatter spells:
1. Shield of Faith. Aura grants +2 or higher deflection bonus.
2. Darkness. 20 ft. radius of supernatural shadow.
3. Dispel Magic. Cancels magical spells and effects.
4. Dimensional anchor. Creature canīt escape current plane.
5. Wall of Force. Wall is immune to damage.
6. Animate object. Objects attack your foes.
7. Glorious transmutation (not available in 3rd edition). Enables to use over and over a philosopherīs stone.
8. Utterpressure (banned from use due to AvlTronīs absence). Generates diamonds from graphite, or adamantine from sand.
9. Darkmatter generation (banned from use due to AvlTronīs absence). Generates darkmatter from lead and quartz.

CAP OF THE HIGH PRIEST (Major artifact): Every time a new high priest of AvlTron rises into his position, he must prove his ability for creation. To do so, he must create his own headgear. No magic item creation feats are required: the power of AvlTron grants it. The new priest must create the headwear through a Craft Check, and so must it be undone.
The current cap of the high priest grants its wielder resistance to all elements 20. It also grants its wielder a deflection bonus on AC and a bonus on saves equal to his charisma bonus.
To destroy it, the creator of the cap must be dead. Then, a ritual must be performed. The ritual requires both a Knowledge (Religion) and a Craft (Weaving) check, both DC 31.
An alternate method is to replace the creator in his place as a high priest. The cap loses all power then.

Rossini is world-specific from my homebrew: a world created by a god named AvlTron.
AvlTron had pumped new energy against the world every time things were getting too still. Other deities didnīt approve his methods. Eventually, he became antagonized, and then fought with all his might.
AvlTron had a race of massively powerful beetle folk, but they lost due to their low numbers. They werenīt evil, but they were just slaughtered. Finally, he surrendered for the sake of his people. Then, he agreed to go away after 200 years. In the end of these 200 years, he retreated, and left another deity to be the one for the beetle folk.
But the beetle folk were then slaughtered again. This time, totally. The deity was cleaned away... The cult of AvlTron still prospered among humanoid worshippers, awaiting the return of their lord. That happened 2.000 years ago, in the campaign.
Rossini Hebraska was born 837 years ago, as part of a try to restore AvlTron to power. The priestess performing the ritual made a mistake: AvlTron wasnīt willing to return after what had been of the world. All she could manage to scrap was some energy of the ex-divinity. The energy was then molded, and the missing "parts" were replaced with her cells. Rossini was born from that aberration.
His "mother", Alice Hebraska, was slaughtered shortly after. Rossini was raised in the worship of another deity who had headed the coalition against AvlTron. His origin was hidden to him. Finally, not long ago, he was announced the possible return of AvlTron. Somehow, he discovered his true origin and willingly excomunicated himself to seek out AvlTronīs worship. AvlTron was prophetized to come back, with the help of his cult, angrier than ever, and far more destructive.
Soon ago, he managed to become the current high priest of AvlTron. He then will seek out one artifact, a tablet, he needs to decode the location of the main and greatest temple of AvlTron ever built, one which survived even the depredations of time, enemies, and the deities themselves. After that, he needs the other half of the tablet. Then, he finds the temple, and passes years in it trying to find the place where he must use the tablets to bring the prophetized return of his Dark Lord. (Yeah. Itīs a pretty big temple, but really well hidden. Maybe īcuz it floats between the clouds?)
Rossini is a 6 foot 2 inches tall man, weighing 170 pounds. He has brown eyes and blue-tinted, backwards waving hair. He wears one of two sets of clothes: A green plate armor with black paddings, or a pair of blue jeans, a pair of shoes and a heavy waterproof suit. With both, he wears eternally his new cap: a wool cap with green and red alternating bands, ending with a small puff of red wool. :)
What do you think?

Chahl Meissler

World-specific: No
Alignment: Chaotic evil
Concept: Bizarre/Utterdark/Inertia
Evil style: None in particular
Hierarchy style: Backguard/Right hand

Male half-force (http://boards1.wizards.com/showthread.php?p=6665052) elemental half-minotaur Mnk6/MuS4; CR 17; Large outsider (force); Hit Dice 13d8+4d4+7x17 (190 hp); Initiative +6 (+2 dex, +4 improved initiative); Speed 50 feet; AC 39 (+2 dex, +11 natural, +8 monk, +6 armor, +5 deflection), touch 26, flat-footed -; Attack 1 unarmed strike +24 melee 2d6+13 19-20/x2; Full attack unarmed strike +24/+19/+14 melee 2d6+13 19-20/x2; SA Powerful charge, full attack telekinesis, improved violent thrust, telekinetic wielder, spell-like abilities; SQ All-elements resistance 10, Darkvision 60 feet, DR 8/-, immunity to disease, improved caster level, natural cunning, scent, sustained concentration, telekinetic flight, versatile telekinesis; AL CE; Saves Fort +22, Refl +17, Will +26; Abilities Str 30 (36 with belt), Dex 14, Con 24, Int 6, Wis 18 (24 with periapt), Cha 8; Height 7 ft. 4 in.
Skills and feats: Concentration +15, Jump +30, Listen +24, Search +8, Spot +24; Deflect arrows, Great Fortitude, Improved critical (unarmed strike), Improved Initiative, Improved Trip, Power Attack, Weapon Focus (unarmed strike), Extend spell-like ability (telekinesis), Stunning fist.
Spell-like abilities: 3/day: Magic missile, telekinesis; 1/day: Mage armor, blast of force, otilukeīs resilient sphere, mordenkainenīs sword. Caster level 16; Save DC 17.
Signature possesions: Belt of Strength +6, Bracers of armor +6, Mantle of resistance +5, Periapt of Wisdom +6, Ring of protection +5.
Force subtype (Ex): Chahl is immune to force effects of any kind. He cannot be damaged by spells with the force descriptor, and may freely pass (or not) at will through barriers made fully of force.

Chahl was created by ilithids as an attempt to produce a force elemental. It wasnīt yet possible to amass enough of that ultimate energy to create a full elemental, so as a kind of "anchoring", they used a PMP creature, a minotaur, to contain the powerful energies of the infusion.
The result was Chahl.
Chahl looks slightly larger than the average minotaur, and has a black-purplish color on his bodily hair. He sports a strange mane, growing like hair, on his head, and his face is a bit protuberant. His horns are also too clean for a minotaur, and he has a strange, transparent, almost absent quality on his eyes.
Do you like him?


Karn Dragonsbane
World-specific: No (but works best in Forgotten Realms).
Alignment: Doubtful... Maybe neutral evil.
Concept: Dark redeemed
Evil style: Psychopath, Misguided fool, Hates the World, Peaceful Encounter.
Hierarchy style: Standalone/Right Hand

Male human Ftr12/Rgr5/Bbn1; CR 18; Medium humanoid; Hit Dice 12d10+5d8+1d12+72 hp, hp 207 (243 with bracers); Initiative +6 (+2 dex, +4 improved initiative); Speed 40 ft. (8 squares, 30 ft. in heavy armor [6 squares]); AC 28 (+2 dex, +9 armor, +5 deflection, +2 shield), touch 19, flat-footed 26; Attack 1 greatsword +5 (+7 against dragons) +35 (+37 against dragons), melee 2d6+21 ([+12 1.5 strength, +5 enhancement, +4 specialization] +24 against elves, +29 against dragons) 17-20 (+4 confirming critical) x2 or Mighty Longbow +1 +25 ranged 110 ft., 1d8+9 x3; Full attack greatsword +5 (+7 against dragons) +35/+30/+25/+20 (+37/+32/+27/+22 against dragons) melee 2d6+21 ([+12 1.5 strength, +5 enhancement, +4 specialization] +24 against elves, +29 against dragons) 17-20 (+4 confirming critical) x2 or Mighty Longbow +1 +25/+20/+15/+10 or +23/+23/+18/+13/+8 ranged 110 ft., 1d8+9 x3; SA Favored Enemy; SQ Rage, DR 3/-, Wild Empathy; AL NE?; Saves Fort +20 (+22 with bracers), Refl +17, Will +9; Abilities Str 22 (+2, 26 with belt), Dex 14 (+1), Con 14 (18 with bracers), Int 13, Wis 8, Cha 8; Height 6 ft. 4 in.
Skills and feats: Profession (prey skinner) +14, Listen +11, Hide +7, Swim +29, Jump +29, Climb +29, Survival +8, Heal +4; Combat Expertise, Dodge, Endurance, Extend Rage, Favored Power Attack, Greater weapon focus (greatsword), Greater weapon specialization (greatsword), Improved Critical (greatsword), Improved Favored Enemy, Improved toughness (x2), Lightning reflexes, Power attack, Power Critical (greatsword), Rapid Shot, Track, Weapon Focus (greatsword), Weapon Specialization (greatsword).
Signature possesions: Anger Edge (+5 greatsword of dragonīs bane), Slayerīs plate (+5 adamantine breastplate of evasion), Belt of strength +4, bracers of constitution +4, Ring of protection +5, Ring of brief freedom (1/day invokes Freedom of movement, command word activation), cloak of resistance +5, Karnīs collar, composite mighty (+10) longbow +1, 90 arrows in a quiver, Neo-Lifeline, two bags of holding type IV, Hunterīs knife (+7 to profession: prey skinner).

Rage (Ex): The following changes affect Karn during rage: Hp 243 (279 with bracers); AC 26 (+2 dex, +9 armor, +5 deflection, +2 shield, -2 rage), touch 17, flat-footed 24; Attack 1 greatsword +5 (+7 against dragons) melee 2d6+24 ([+15 1.5 strength, +5 enhancement, +4 specialization] +29 against elves, +33 against dragons) 17-20 (+4 confirming critical) x2 or Mighty Longbow +1 +27 ranged 110 ft., 1d8+11 x3; Full attack greatsword +5 (+7 against dragons) +37/+32/+27/+22 (+39/+34/+29/+24 against dragons) melee 2d6+24 ([+10 strength, +5 enhancement, +4 specialization] +29 against elves, +33 against dragons) 17-20 (+4 confirming critical) x2 or Mighty Longbow +1 +27/+22/+17/+12 or +25/+25/+20/+15/+10 ranged 110 ft., 1d8+11 x3; SA Favored Enemy; SQ Rage, DR 3/-, Explosive Sword Training, Wild Empathy; Sv Fort +22 (+24 with bracers); Str 26 (+2, 30 with belt), Con 18 (22 with bracers).
Favored Enemy (Ex): Karn has a +7 to damage rolls against dragons and a +5 to damage rolls against elves. Plus, his power attack deals twice as much damage output against these enemies (or three times the damage output if using a two-handed weapon). He also gains a +4 bonus on Bluff, Listen, Spot, Sense Motive and Survival checks against dragons, and a +2 bonus on the same skills against elves.

Dhole, Karnīs white cat animal companion: Tiny animal; HD 1/2 d8, hp 2; Initiative +2; Speed 30 feet; AC 14 (+2 size, +2 dex); Touch 14, flat-footed 12; Base attack/Grapple +0/-2; Attack: Claw -4 melee (1 damage); Full attack 2 claws -4 melee (1 damage) and 1 bite -6 (1 damage); Space/Reach 2 1/2 ft. by 2 1/2 ft.; SA -; SQ Low-light vision, scent; Saves Fort +2, Refl +4, Will +1; Abilities Str 3, Dex 15, Con 10, Int 2, Wis 13, Cha 7.
Skills and Feats: Balance +10; Climb +6; Hide +14*, Jump +40 (unexplainably always under a jump spell), Listen +3, Move Slently +8, Spot +3; Run.
NOTE: Dhole is unexplainably always under the following spell effects: jump, feather fall.

New armor property: Evasive reaction
Armor with the evasive reaction property seems slightly brief and a bit twisted. The wearer of such armor gains the evasion class feature.
Medium enchantment; CL 10th; Craft magic arms and armor, jump; Price +2 bonus.

Karnīs necklace: This necklace contains several dozen dragonīs teeth and scales. Very large ones. It is worth about 150.000 gp, but Karn wonīt sell it under any circumstance. Anybody but Karn carrying the necklace gains a +15 circumstance bonus to diplomacy/intimidate checks with dragons, being recognizable as the one who defeated Karn. Karn is far more famous among dragons than what he believes.
Also, the necklace is made of REAL dragonteeth of darn too many origins. There are 132 teeth in the necklace; one for every dragon Karn killed. Having one tooth of each of 113 dragons might be useful, but I canīt find its use. And no one who can find use for it has ever came close enough to him.
Major artifact: No aura (nonmagical); Price more or less 150.000 gp, but no dragon will let ANYBODY trade it for money, nor will Karn.

Neo-Lifeline: This small, rather unrecognizable trinket was built for Karnīs healing needs. It heals 3d8+5 hp to its wielder every time it is used.
Faint conjuration; CL 5st; Craft wondrous item, cure moderate wounds; Market price 30.000 gp.

Karn is a loner, driven only by resent and a desire to survive.
Karnīs original surname is lost now, he adopted the Dragonsbane word as a surname to show what is he made of: enmity and hatred towards all dragonkind.
He was born possibly at a rural location, where a young red dragon killed all his family while he was young; possibly 10 or 12 years. He lived after that day only for revenge.
He believed he had crushed that dragon long ago, but his torment didnīt stop here. He was forced by hate to slaughter more and more dragons; and to acquire all possible power to do so. He slowly became less and less a person and more of a veritable mobile warfare piece; more than once he was manipulated and he never knew it. He hunts and kills anything related to dragonkind, such is his hate.
Karn never really killed that dragon, at least not as a dragon: the "dragon" was actually a fiend who was subtly manipulating Karn from the beginning of his life to turn him into an instrument of destruction, a resort against the largest good wyrms. Karnīs kill count sports more than a hundred enemies, out of whom he took the largest scale and tooth from each oneīs body.
He found new enemies among dragonsī allies; he specially favored elves. He has nearly became a psycho after all these deaths.
Karn is a large man, almost 250 pounds and six feet four. He has black hair and green eyes. His face sports almost half a dozen scars, one of which runs from the middle of the left half of his forehead halfway to his lip (his eye miraculously survived, possibly having been regenerated later). The rest of his body has scars too, also sporting large burns from acid, fire and lightning, small wounds where frost once was, and several disease sequels due to different poisonous breaths. Although his hair is black, his head is totally bald: a fiery breath took away most of his skin, and though he had it regenerated later, a combination of unlucky heritage and heavy stress caused his hair to fall off. He is like 32 years old, but seems almost 48 due to his sequels.
Should you need the scars placement in his body, it runs like this: one from below the mouth, slightly to the left, upwards through his left eyelids and eyebrow all the way to his mid-forehead; one from behind his right ear, until it reaches the middle of the back of his head; one from right over his left cheek, all the way to his mandibleīs edge. On his torso: One all the way from below his navel to the center of the upper edge of his left pectoral muscle; one from the upper center edge of his right pectoral muscle all the way to the center of the same muscle; an horizontal one on the center of the left side of his torso, about one foot below his armpit; one on his right trapecium muscle, vertical. On his left arm: One over its shoulder, one on his biceps, and one over the out side of his forearm. On his right arm: One from the contact between his trapecium and biceps all the way to the middle of his quadriceps, one from that point to the inside of his elbow, and one from his elbow to over his forearm. On his legs, I havenīt drawn yet, except for a curve one over his left knee.
Lately, he met a small cat. The cat seemed like the only thing in this world that liked Karn. As the cat had no owner, he stuck around with Karn. And since, heīs been loyal and sneaky with him. Thereīs nothing like a cat to sneak on a dragon. Karn usually acts oblivious to the catīs presence, though he named it Dhole. When Karn is doing nothing, the cat tends to curl up over his head. When it does this, sometimes it seems like he has hair.
I think thatīs him.

COMBAT NOTES
To speed up gameplay, remember this.
Dragonfighting Tactics (Ex): Karn deals massive doses of damage to dragons. A mature adult red dragon has AC 32, Karnīs last blow can pierce his defenses so easily he usually takes 10 points of power attack, dealing thus 30 points of extra damage with each blow. He has an auto-hit if he rolls 17 or more, and his power critical feat allows his criticals to actually suceed on a critical with a confirmation roll of 13 or more. This last thing applies not only to his dragonfighting.
A very old gold dragon could take a deadly pounding from him: 37 AC, one critical per round doubling damage and one miss, is almost 8d6+112+4d4, or 150 points. Four such rounds do away with most V. old gold dragons, who die easily. The dragon usually escapes after the third round, but Karn has a longbow. He gains rapid shot with his longbow due to being a ranger, and attacks with his longbow five times per round at a -2 penalty. This still tends to assure no dragon has any chance at all of beating him. If he fights a dragon below CR 22, treat him as an auto-win unless he is injured AND rageless.
His adamantine breastplate shakes off 3 points from every blow.

USING KARN DRAGONSBANE
To defeat Karn, it is not necessary a fight: a good talk maybe solved most of his problems. Remember it when using Karn in your campaign: he is not an actual psychopath, he just has very seriously deep seated issues. He wonīt, however, listen to reason alone: he will need a severe pounding first almost surely. The greatest reward he carries is Karnīs necklace: it might be of use to bargain with a nonfightable dragon.
The fact that they have to pound Karn first into listening, and if they cannot fight the dragon then Karn shouldnīt be able to either is a fact you have to conceal somehow. Perhaps with the fact Karn can terminate mostly anything dragon.
Note: His gear is a bit off for an 18th level character, but there are two reasons to this.
-As a hunter-type, Karn gains more than loot. He creates corpses. And dragon corpses are something costly, whose weight and volume are somewhat taken care of by his bags of holding.
-Karn has some friends, though he doesnīt notice. And one of them has the magical artisan feat for wondrous items, which made his stuff slightly cheaper.
Also, if Karn is sucessfully aided with his issues, then he should grow hair back. It is stress what made him bald, calming down for a while should visibly heal him. No, I donīt discriminate bald people. And no, his scars stay there... Forever.

USING KARNīS NECKLACE
Karnīs necklace could be used in a variety of ways. With good dragons, it is proof of being a friend. With evil dragons, it is the reminder of a debt (possibly) or a proof of extreme power. Also, Karn has teeth of almost every dead dragon here: a true resurrection spell could bring back anything. Itīs just a matter of casting legend lore in every single tooth and scale in the necklace.
Yan-C-Bin

07-23-05, 10:31 AM
Done now.
No one?
Kuronue

07-23-05, 11:55 AM
wheee

Well, I never did roll full stats for my BBEG I've been playing all summer simpley because, well, the PCs were never intended to actually fight him in fair combat. but here he is

Ragnarok nickname: Mr. Happy
World specific (possibly adaptable)
Alignment: Chaotic-Evil
Concept style: Force of extreme evil
Evil style: almost playful psychopathic
Hierarchy style: High and mighty boss

Ragnorak is a demon, with a deity rank of about 4 or 5. His physical body is bound to a temple on an island, and nobody knows what it is anymore. His feild of awareness is the entire island to which he is bound, and this counts as his personal domain to some extent. He can create illusionary images and sounds, preferring not to physcially do things. He can also create minions to do his bidding. Thus, the PCs get to know his personality as he taunts them, but thye fight his minions, not him. He was awakened from his full comatose sleep by the presence of evil on what was an uninhabited island, and woken still further by the playing of magical pipes. These pipes were made using a little of his physical blood; they are bound to him and in essence part of him. Coupled with a special Song of Binding, they can wake him fully (already happening) or bind him back to inactive state.

and thus the oft-forgotten low-level bard of the party suddanly became the most important person on the entire island

It takes him about 6 horus to create a minion, and he can create a typical monster of the type or spend only 4 horus to create a puppet he alone controls with no will of its own. He can only have one such puppet at a time, but he cuts all supernatural ties to his minions.

really, looking at that,he seems overpowered.But most of that is backstory explinations of why they're fighting Kythons or Runehounds or whatnot. Ranorak is a fun bad guy to play.. when he first started creating audio hallucinations, he couldn't seem to get Kokoro's goat... so he begain singing, badly, The Song That Never Ends until she ran screaming from the room
Lyinginbedmon

07-23-05, 12:52 PM
Grimdolf Fanelia
World-specific: No
Alignment: Chaotic Evil
Concept style: Utterdark guy
Evil style: Monster
Hierarchy style: Hidden boss

Male Human Clr20/Rgr15/Rog20/Sor20; CR 75; Medium Humanoid; Hit Dice 20d8+15d8+20d6+20d4+82 (808 hp); Initiative +9 (+9 Dex); Speed 30 feet; AC 19 (+9 Dex), touch 19, flat-footed 10; Attack 1 +1 two-bladed sword 1D8+8/1D8+8, +1 composite longbow 1d8+10; Full attack +88/+83/+78 +1 two-bladed sword 1d8+8/1d8+8, +1 composite longbow 1d8+10; AL CE; Saves Fort +70, Ref +72, Will +70; Abilities Str 24, Dex 28, Con 24, Int 24, Wis 28, Cha 24; Height 7 ft. 4 in.
Skills and feats: Climb 30 ranks, Concentration 30 ranks, Craft (alchemy) 30 ranks, Disable Device 30 ranks, Disguise 30 ranks, Escape Artist 30 ranks, Forgery 30 ranks, Gather Information 30 ranks, Handle Animal 30 ranks, Heal 30 ranks, Hide 30 ranks, Intimidate 30 ranks, Jump 30 ranks, Knowledge (arcana) 30 ranks, Knowledge (architecture and engineering) 15 ranks, Knowledge (dungeoneering) 30 ranks, Knowledge (geography) 30 ranks, Knowledge (history) 30 ranks, Knowledge (nature) 30 ranks, Knowledge (nobility and royalty) 30 ranks, Knowledge (religion) 30 ranks, Knowledge (the planes) 30 ranks, Listen 30 ranks, Move Silently 30 ranks, Speak Language (all), Spellcraft 31 ranks, Spot 30 ranks, Survival 30 ranks, Use Magic Device 30 ranks, Use rope 26 ranks; Brew Potion, Craft Epic Magic Arms and Armor [Epic], Craft Epic Wondrous Item, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell, Enlarge Spell, Epic Spellcasting, Eschew Materials, Exotic Weapon Proficiency (sword, two-bladed), Extend Spell, Forge Ring, Heighten Spell, Ignore Material Components [Epic], Improved Metamagic [Epic], Improved Metamagic [Epic], Improved Precise Shot (combat style mastery), Intensify Spell [Epic], Manyshot (improved combat style), Maximize Spell, Quicken Spell, Rapid Shot (combat style), Scribe Scroll, Silent Spell, Still Spell, Weapon Focus (sword, two-bladed), Widen Spell.
Signature possessions: +1 Adamantine Two-Bladed Sword with the Wounding and Vorpal special abilities. Also has Sadism: For every 2 points of damage dealt, the user is healed by 1 point of lethal damage.
Arrows of Organ Stealing: Injury Will Save (DC 25), or suffer an additional 5d6 damage as a vital organ is teleported away. On the second round, the subject must make another Will save (same DC), or lose another organ and take another 5d6 damage. On the third round the subject must make a Fort save (DC 5+ damage dealt by organ loss) or die as a vital organ is teleported away.
Only creatures without organs or discernible anatomies are immune to the additional damage and organ loss. Creatures with regeneration or that do not require organs (such as most undead) take only half the extra damage and are not subject to the death effect.

To find the full story on Grimdolf, we need to go way back to when most of the world was pretty underdeveloped. Most people still lived in huts, and the many ruins of the previous civilisation on the world weren't quite as, well, ruined. And Grimdolf was a young boy growing up in what would later become a very politically powerful town.
Grimdolf was a pretty smart kid for his age, and by the time he was 9 he had developed a number of things that were far ahead of his time. The first few Crossbows, a never-before-seen Quarterstaff fighting style, and the very first Magnascope in the world. Many of these inventions were thought heretical, and he was often though of as a troublemaker and a brat. This meant he had few friends growing up, but he was a genius when he worked alone anyway, so he never thought much of it.
When he was 17, he developed an inter-planar gate that caused great alarm amongst the villagers. They had finally had enough, they banished Grimdolf from the village, and destroyed his gate before it could do any harm. Grimdolf became extremely psychotic after this, believing that they didn't know anything about science, magic, or anything else. This hatred would later develop into his insanity, but for now it was merely something that set him apart from others.
He frequently broke into Libraries and Wizard Schools over the next 10 years, stealing many important tomes and secrets. This made him a very wanted man, and he never stayed in the same place for long. Eventually, after being chased down an alley by a couple of guards, he finally had enough. The guards were found dead the next morning, their bodies mutilated in such a foul manner that it was never spoken of ever again.
A new age had begun, that of Grimdolf Fanelia, the Inconquerable Horror. He learnt many ways of martial fighting, and frequently advanced his magical ability by stealing more and more tomes. But now he didn't have to break into the academies in the darkness of night, because now the mages were too afraid of him to report anything. In the next 4 years, he advanced so far that he was thought inhuman, and he also developed the devices that would later protect his Citadel untiringly: the Feerique Cannons.
He managed to reconstruct his planar gate, and opened a portal to the Nine Hells of Baator in the hopes of discovering something he did not already know, his hunger for knowledge and power had now consumed him. He passed through into the new plane, and an accident occurred. The gate failed him, and locked him in the Nine Hells. He was well known throughout Baator, but not enough to acquire any serious power. He spent much of his time fleeing pursuers once again, without the strength to retaliate he was weak and inconsequential.
Eventually, the demons relented, and Grimdolf's name was forgotten throughout the realms, allowing him time to locate an area that was all but forgotten by everyone. There he would build his new Citadel...

Grimdolf lives in his Citadel creating many experiments, the end product of which he will transfer his own soul into and live as the most powerful being in the world, and his Citadel is staffed by these stame experiments. He stays alive using a combination of periodic suicides and an entire floor of his Citadel lined with clones, which also keeps him young. It should be noted that clone is also one of the major bases of his experiments, as they deal in using his own DNA (Or DHP) to create these humanoids. He did have a single daughter, Maria Fanelia, but she released Morganth Stormcrow (A 'failed' experiment) and he punished her with being turned into the Tarrasque...

For more information on Grimdolf, see
Grimdolf Fanelia, Einderseod's Greatest Threat (http://www.dndresources.com/forum/index.php?showtopic=1222)
Grimdolf Fanelia, the Inconquerable Horror (http://www.dndresources.com/forum/index.php?showtopic=1464)
Lyinginbedmon

07-23-05, 01:02 PM
He's the most evil BBEG I've ever made, and he's the primary force behind my most powerful character (That being Morganth Stormcrow). I dare anyone to come up with someone even more evil than a psychopath intent on destroying every inhabitant of every plane, turning his 8 yr-old daughter into the Tarrasque and being feared absolutely by the rulers of Baator itself!
Yan-C-Bin

07-25-05, 11:06 AM
Grimdolf Fanelia
World-specific: No
Alignment: Chaotic Evil
Concept style: Utterdark guy
Evil style: Monster
Hierarchy style: Hidden boss

blahblah blahblah blahblahblah

To find the full story on Grimdolf, we need to go way back to when most of the world was pretty underdeveloped. Most people still lived in huts, and the many ruins of the previous civilisation on the world weren't quite as, well, ruined. And Grimdolf was a young boy growing up in what would later become a very politically powerful town.
Grimdolf was a pretty smart kid for his age, and by the time he was 9 he had developed a number of things that were far ahead of his time. The first few Crossbows, a never-before-seen Quarterstaff fighting style, and the very first Magnascope in the world. Many of these inventions were thought heretical, and he was often though of as a troublemaker and a brat. This meant he had few friends growing up, but he was a genius when he worked alone anyway, so he never thought much of it.
When he was 17, he developed an inter-planar gate that caused great alarm amongst the villagers. They had finally had enough, they banished Grimdolf from the village, and destroyed his gate before it could do any harm. Grimdolf became extremely psychotic after this, believing that they didn't know anything about science, magic, or anything else. This hatred would later develop into his insanity, but for now it was merely something that set him apart from others.
He frequently broke into Libraries and Wizard Schools over the next 10 years, stealing many important tomes and secrets. This made him a very wanted man, and he never stayed in the same place for long. Eventually, after being chased down an alley by a couple of guards, he finally had enough. The guards were found dead the next morning, their bodies mutilated in such a foul manner that it was never spoken of ever again.
A new age had begun, that of Grimdolf Fanelia, the Inconquerable Horror. He learnt many ways of martial fighting, and frequently advanced his magical ability by stealing more and more tomes. But now he didn't have to break into the academies in the darkness of night, because now the mages were too afraid of him to report anything. In the next 4 years, he advanced so far that he was thought inhuman, and he also developed the devices that would later protect his Citadel untiringly: the Feerique Cannons.
He managed to reconstruct his planar gate, and opened a portal to the Nine Hells of Baator in the hopes of discovering something he did not already know, his hunger for knowledge and power had now consumed him. He passed through into the new plane, and an accident occurred. The gate failed him, and locked him in the Nine Hells. He was well known throughout Baator, but not enough to acquire any serious power. He spent much of his time fleeing pursuers once again, without the strength to retaliate he was weak and inconsequential.
Eventually, the demons relented, and Grimdolf's name was forgotten throughout the realms, allowing him time to locate an area that was all but forgotten by everyone. There he would build his new Citadel...

Grimdolf lives in his Citadel creating many experiments, the end product of which he will transfer his own soul into and live as the most powerful being in the world, and his Citadel is staffed by these stame experiments. He stays alive using a combination of periodic suicides and an entire floor of his Citadel lined with clones, which also keeps him young. It should be noted that clone is also one of the major bases of his experiments, as they deal in using his own DNA (Or DHP) to create these humanoids. He did have a single daughter, Maria Fanelia, but she released Morganth Stormcrow (A 'failed' experiment) and he punished her with being turned into the Tarrasque...

For more information on Grimdolf, see
Grimdolf Fanelia, Einderseod's Greatest Threat (http://www.dndresources.com/forum/index.php?showtopic=1222)
Grimdolf Fanelia, the Inconquerable Horror (http://www.dndresources.com/forum/index.php?showtopic=1464)

Honey.
What did I say about epic BBEGs? No stats, only build and combos present!
Yan-C-Bin

08-20-05, 09:32 AM
:bump:
Mr. Leet

08-20-05, 09:36 AM
But now, whatīs a BBEG?
BBEG: Big Bad Evil Guy.


I'd say "Big Bad Evil Genius", but whatever floats your boat..... :tiphat:
Yan-C-Bin

08-20-05, 09:40 AM
That about BBEG
isn`t my idea.
Ask anybody.
Or check the CO boards, sticky threads.
Karn Dragonsbane

11-29-05, 12:49 PM
Heh. Nice place to find a namesake...
Skyscraper

11-29-05, 01:52 PM
I dare anyone to come up with someone even more evil than a psychopath intent on destroying every inhabitant of every plane, turning his 8 yr-old daughter into the Tarrasque and being feared absolutely by the rulers of Baator itself!

Ok, i'll take you up on that dare.

Here's...

Zoomdork Barndoor
World-specific: No
Alignment: Super Chaotic Evil
Concept style: Uberdark psychotic BBEG killer
Evil style: Monster
Hierarchy style: Boss's boss

Human transexual Clr20/Rgr20/Rog20/Sor20/Ftr20/Wiz20/Drd20 (he used to have a cat and like animals, before Something Aweful happened to his kitty); CR 200 000; Medium Humanoid; Hit Dice ... (20000000 hp); Initiative +10 (just slightly quicker than you-know-who); Speed 35 feet (just slightly faster than you-know-who);
[snip ... i'll cut the bull on most stats that aren't really useful to know to comply with the OP's instructions, but i'll state that his stats, as a general rules, are always slightly better than you-know-who. Still, let me detail his gaze attack:
- Look of Genital Organ Stealing: gaze attack (free action, at will), Will Save (DC 26), or suffer a 15d6 damage as a genital organ is teleported away in a big black box where Zoomdork keeps all genital organs stolen in the past to use as voodoo objects in case victim survives encounter with Zoomdork.

Zoomdork has a weird history, that i'll mainly skip for questions of convenience. Please note, however, that he had a terrible childhood filled with utter evil and resentment. I'll jump to the important part: Zoomdork is a BBEG killer. His hobby is to destroy multiverses and every plane in existence, PLUS torture and destroy the ones he believes to be the strongest, meanest and nastiest BBEGs in each multiverse. His mother was made into green slime, his daughter had to mate with the tarasque and gave birth to a politician, and Zoomdork tested multiple times on his own brother his Look of Genital Organ Stealing (LOGOS) as he grew up, regenerating his brother's genitals each time he wanted to test his LOGOS, making him think that he was actually going to give it back to him, and then teleporting it away again. On his spare time, when he's not destroying multiverses and laughing as the entire outer planes are weeping in humiliation and fear, he jumps into his big black box and rolls around in the countless decaying genital organs that he has accumulated over the years.

After the desctruction of multiple multiverses (which, as a side note, is a whole lotta universes and planes and stuff), he set himself to not only kill and torture and torment everyone everywhere, but he paid special attention to other BBEGs and now has his mind set on you-know-who, who is likely to suffer Zoomdork's LOGOS very soon.

There. That'll show you not to dare me like that.

Sky ;)
metamind

11-29-05, 03:35 PM
The highest level pc in the group! (some of my players find it hard to kill thier friends, but others can't wait)
Callista

11-29-05, 05:44 PM
Well, here's a concept I've been thinking about for a while, but haven't put stats to. I did decide he would be a Wizard who had learned a secret of immortality; and I knew he would be involved with the undead. I'm not quite sure I want him to be a Lich, though; it just doesn't seem his style. Still, this is his story, as it stands now...

Iaynath the Damned (Pronunciation? The "I" is silent.)
Elf Lich
Wizard 20 (? Not sure, but pretty high level.)

World-specific: Yes (Homebrew), but can be easily adjusted
Alignment: LE
Concept style: Dark Redeemed
Evil Style: Sophisticate/Higher Purpose
Hierarchy Style: Obscure Boss

Over three thousand years ago, an elven wizard began a search for power. Like many wizards, learning more about magic and how it worked became his passion. For some years, he adventured with two companions: Kensari, a wild-elf woman who, despite her barbarian ways, soon found her way into Iaynath's heart, and Gerald, a Good human cleric [no deity--in my world clerics are attached to an alignment and its corresponding pantheon rather than a single god] whose intense devotion to helping the common people always baffled the young wizard.

It was during one of his many adventures that Iaynath was involved in a war against a wizard-king who, with his hordes of undead, planned to overtake nearby kingdoms. The battle was fierce; but in the end, Iaynath and his two companions confronted the wizard and slew him; and the surrender of the wizard's few human servants, and the slaughter of his undead servants, was an easy matter. However, one man had been a trusted retainer of the wizard-king; and he saw the same hunger for knowledge in Iaynath's eyes that he had known in his former master's. In exchange for his freedom, the man promised to show Iaynath the wizard-king's hidden library. This Iaynath agreed to, though he told Gerald and Kensari nothing about the library, claiming the man had simply escaped.

During the next few weeks, as the group oversaw the pillaging of the wizard-king's castle and, mostly due to Gerald's urging, the rebuilding of villages and housing of refugees, Iaynath was often out of sight studying in the wizard-king's library. He had been told, of course, that magic which twisted the souls of the dead to his own use was unspeakably evil; but as he studied more of it, Iaynath came to believe that good and evil were no more than illusions, secondary to the pursuit of knowledge. When they left the castle, Iyanath's enchanted pack held many of the evil tomes he had avidly studied.

During the next few years, Iaynath became steadily more captivated by the darker side of magic; and he continually added new books to his collection. Though Gerald worried for him, Iaynath nevertheless managed to keep his newfound obsession a secret from the cleric; and Kensari, now his wife, suspected nothing.

So it went until Iaynath finally discovered a rite that, he believed, could grant him immortality and great power; but it required that he slay two innocent people who were his blood relatives. This did not deter Iaynath; by now, he had killed innocents more than once, and he did not particularly love his family. Thus it was that he persuaded his friends to make a detour to visit his hometown; and there it was that he took the two children of a poor aunt, claiming that he would take them as apprentices, and killed them in the nearby wood. As the ritual was completed and Iaynath felt the new magical power in his body, Gerald and Kensari stepped into the clearing. Gerald had had a dream that warned him of Iaynath's evil; but it had taken him a long time to convince Kensari that something was wrong, and the two had arrived too late.

Before Iaynath could flee, Kensari had tackled and held him; and he, tired from the ritual, was no match for her strength. Iaynath was brought back to the town, gagged and bound, and awaited a death sentence.

But Gerald believed that Iaynath was not yet completely evil; and he spent long hours reasoning with the wizard, pleading friendship, praying. Kensari, disconsolate, would sit outside her husband's cell, telling him of her love. But all of these words fell on deaf ears; and Iaynath, three days later, was taken to be executed.

But the townsfolk had not reckoned on the power of the wizard; and even his companions did not know just how much he had gained from the ritual. On the way to his execution, Iaynath at last managed to free a hand from his bonds; and that was enough. In a moment, a blaze of dark energy had consumed the guards and several bystanders. In another moment, Iaynath was gone.

Gerald and Kensari, and later Kensari's half-brother, Aiden, made it their task to bring Iaynath to justice; though Gerald had always hoped that, just maybe, he could help Iaynath see the light. For many years they hunted him; and finally they found their way to his remote mountain fortress, where they faced him in battle. But Iaynath was too strong for his former companions; and soon they were immobilized by his magic, near death. He gave them one chance to swear a magically-binding oath to join him, or to leave and never hinder him again. They refused.

Out of an inner pocket, Iaynath brought a black orb, hand-sized and glowing with an evil radiance. This he touched to Kensari's skin; and her spirit left her, and was trapped in the orb. Next he touched Aiden, and the same happened. But Gerald, though mortally wounded, resisted the orb's influence. Iaynath, enraged, killed him. Strangely enough, and despite his pain, Gerald died smiling.

Three years later--years during which Iaynath began to build up a community of weaker, though like-minded magic-users--Iaynath was to know the reason for that smile. One by one, his magic-users and their servants began disappearing; the few who escaped said that a strange, unkillable man, with the emblem of Good branded on his forehead, had captured or destroyed them. Iaynath began to cast spells of divination; and finally he discovered that the interloper was none other than the cleric Gerald, sent back from death by the gods to destroy him.

Gerald and Iaynath faced each other, Gerald still holding out the hope of repentance; though he did so now with little hope of reforming his one-time friend. The battle lasted for hours; and finally Iaynath, aided by his dark magic, imprisoned Gerald in a sphere of magical force. Intending to kill him, Iaynath found that he could not touch Gerald, could not even come near him; with the protection of the gods, Gerald, while defeated and imprisoned, was invulnerable. Finally Iaynath imprisoned the cleric in the deepest parts of the mountain; and there Gerald stayed, a shining figure, kneeling in prayer with a strange smile on his lips.

Iaynath was immortal; and as such, he knew he could take his time building up a base of arcane knowledge and power. Over the next three thousand years, he did just that. His mountain fortress became a place for evil magic-users to learn, a place where the sapient undead could live as Iaynath's subordinates, the less intelligent as his slaves. Always Iaynath demanded secrecy; for now that all who had hunted him were dead or imprisoned, he knew that if the news of his fortress were known in the outside world, he might once again be in danger of destruction. Anyone who left the fortress was bound magically to silence; anyone coming in was carefully investigated for signs of treachery. And always, Iaynath welcomed new knowledge of all sorts; his library became the greatest in the land, though also the most evil.
Rocketboy13

11-29-05, 06:06 PM
He's the most evil BBEG I've ever made, and he's the primary force behind my most powerful character (That being Morganth Stormcrow). I dare anyone to come up with someone even more evil than a psychopath intent on destroying every inhabitant of every plane, turning his 8 yr-old daughter into the Tarrasque and being feared absolutely by the rulers of Baator itself!

I can and have, but none are sutable for this forum. My but would be edited and an incorporeal internet finger would be wagged at me. :smirk:
Callista

11-29-05, 06:13 PM
Cm'on... my BBEG did some pretty vile stuff. I just kinda summarized it. You should post yours--just summarize it and you'll be fine.
Rocketboy13

11-29-05, 06:33 PM
Okay, I'll just blank out the words that might get it banned.

Annaduff of Black Marsh
Not world Specific
Alignment: Neutral Evil
Posessed and twisted
After leading a band of intreped adventurers to stop a grand dark ritual, in which a great demonic force would be unleashed, he and his weapon were touched by the great evil that was nearly summoned by the dark ritual.
Slowly, this evil permiated his mind, this took years. During that time, he used his celebrity name as a great and conquering hero to accumulate wealth, quickly becomeing one of the richest men in the nation.
He married and had children. At this point his mind finally disolved down into debatchery and evil, something he took out on his older child, a 10 year old daughter named Duvessa. His mistreatment and (blank) abuse of her took place until she was 14, when Annaduff was caught (blank) his daughter by his wife; his wife was promply murdered by him with a handy stool.
After the murder his daughter began to similiarly abuse the second, and youingest child of the family, an 8 year old boy Drake. Annaduff, kept and animated his wife's preserved body as a zombie, using her as his undead (blank).
Annaduff has expanded his actions, using his wealth to visit hardship and pain on everyone he can, all from the guise of some secret cult he is funding, the Church of the Savior, who practice canabalism as part of their rites. He is still however, still mentally poisoned by the sword, and if the blade could be exercised, hjis dementia and evil would cease.
Both Annaduff's children are naturally evil, turned that way do to their repeated (blank) abuse. BOth are powerful adventurers, like their father and use money and (blank), along with more secretive means, to get what they want.

The public does not know that these adventurers, that are seen as their best and brightest, are actually causing the evil in their lives.
I have other villians, but their depravity is similiar in nature, the BoV was used heavily in these villians creation.

Hopefully, this will be moved to the mature thread, rather than deleted, as it is sure to be.
Yan-C-Bin

12-03-05, 12:47 PM
YOU HAVE ANGERED ME.

Hopefully, this will be moved to the mature thread, rather than deleted, as it is sure to be.

DO NOT FEAR. THOSE WHO ARE OUT OF PLACE ARE NOT LIKE YOU. THEY ARE LIKE HIM.

I dare anyone to come up with someone even more evil than a psychopath intent on destroying every inhabitant of every plane, turning his 8 yr-old daughter into the Tarrasque and being feared absolutely by the rulers of Baator itself!

GRRRRRWWWWAAGGG!!!.!!..!... AHEM. WE ARE NOT DARING. WE ARE SHARING.
AM I CLEAR, SCUMBAG?

AND YOU... AND YOU...


Zoomdork Barndoor
World-specific: No
Alignment: Super Chaotic Evil
Concept style: Uberdark psychotic BBEG killer
Evil style: Monster
Hierarchy style: Boss's boss

YOU FORGOT "TOTALLY OUT OF PLACE AND LACKING OF ANY SENSE OF SERIOUSNESS IN ALL OF HIS EXISTENCE."

Please. I didnīt mean to criticize anyone, but PLEASE. Be serious, okay?
If Iīm not right, then tell me. I might be lacking a bit...
Now, about Zoomdork Barndoor.
ANGER MAKES NO POWER IT MAKES HATE IT MAKES PURPOSE IT NO MAKES POWER!!!
Am I clear? :)
About Grimmdollfff Fanelia[/really slow yet inexorable typing]
you should be aware that as much as you try, you canīt get that powerful. To do so, he should have 4 guys of every CR, at least, and the possibility of killing them. The game you run must be very creation-intensive, right? Even the great lords of hell are CR 32, max. And by creation-intensive, I mean that you must have dozens of the equivalents of Emerald and Ruby weapon as random encounters in your game... Because Grimdolf sure trains a lot. And he got to 20th level in all classes by simply stealing books??? Donīt make me laugh.
Int 24 is enough to INVENT MAGIC??? I know you said he didnīt invent magic, but he had nowhere to study from, he created a gate at the tender age of 17 with nowhere to study from and heīs a WIZARD! Those ruins, perhaps... I didnīt know that ANY kid would be a serious enough threat to the guardians of a civ so advanced that any mean genius kid would be able to both decipher them, and absorb their knowledge.
Not like thereīs anything worth guarding, right... Only enough stuff as for someone with NO research funds to gain the gate spell. I think, he was born in a world of idiots before and idiots then.
Nevermind... I know nothing of him.
Callista

12-03-05, 07:54 PM
What, exactly, are you guys smoking?!!

Come on, I want some real, actually usable BBEGs. If I can write a page-long history of my own BBEG, I'm sure other people can do likewise.
Karn Dragonsbane

12-06-05, 12:34 PM
Right, so letīs try to take this freakinī seriously.
Look... My worst nightmare.

"Kaiser" Dúnár (King Nightflame)

World Specific: No.
Alignment: Chaotic Evil.
Concept: Bizarre.
Evil style: Monster, Tyrant.
Hierarchy style: High and Mighty Boss.

Male half-red dragon advanced great wyrm gold dragon; CR 35; Colossal+ dragon (Fire). Hit dice 50d12+850 (1.175 hp). Initiative +4 (improved initiative); Speed 60 ft., fly 300 ft. (clumsy), swim 60 ft.; AC 51 (-8 size, +49 natural) touch 2, Flat-footed 51; Attack 1 bite +66 reach (45 feet) 6d8+25; Full attack 1 bite +66 reach (45 feet) 6d8+25 and 2 claws +62 melee 4d8+12; SA breath weapon 30d10 DC 52, crush, frightful presence, spell-like abilities, spells; SQ alternate form, DR 9/-, DR 20/epic, darkvision 120 ft., immunity to fire, sleep and paralysis, low-light vision, luck bonus, SR 47, vulnerability to cold, water breathing; AL CE; SV Fort +41 Refl +27 Will +41; Str 61, Dex 10, Con 39, Int 40, Wis 39, Cha 40.
Skills and feats: 8+15 skills, 23: Appraise +68, Bluff +68, Concentration +67, Diplomacy +68, Disguise +68, Escape Artist +53, Heal +67, Hide +39, Intimidate +58, Jump +78, Knowledge (arcana) +68, Knowledge (history) +68, Knowledge (local) +68, Knowledge (nobility and royalty) +68, Knowledge (religion) +68, Listen +67, Move Silently +53, Search +68, Sense Motive +67, Spellcraft +68, Spot +67, Swim +78, Survival +67; Damage Reduction x3, Heighten spell, Improved Initiative, Improved Multiattack, Improved Spell Resistance x4, Improved Sunder, Maximize spell, Multiattack, Power Attack, Spell Penetration, Weapon focus (bite), Practiced Spellcaster (sorcerer).
Spells: As 25th level sorcerer. Caster level 29th. (+2 against SR).
Sorcerer spells known (6/10/10/10/9/9/9/9/8/8/2/2/1/1/1/1): 0--Arcane Mark, Prestidigitation, Light, Detect Magic, Detect Poison, Read Magic, Ray of Frost, Mage Hand, Daze; 1st--True Strike, Mage Armor, Identify, Jump, Magic Missile; 2nd--Protection from arrows, Resist Energy, Eagleīs splendor, Continual Flame, Darkness; 3rd-- Haste, Slow, Stinking Cloud, Fireball; 4th--Dimensional Anchor, Globe of Invulnerability (lesser), Remove Curse, Bestow Curse; 5th-- Cloudkill, Planar Binding (lesser), Cone of Cold, Wall of Force; 6th--Antimagic field, Legend Lore, Analyze Dweomer; 7th-- Plane shift, Teleport (Greater), Greater Dispel Magic; 8th-- Maze, Mind Blank, Planar Binding (greater); 9th-- Imprisonment, Wish, Prismatic Sphere.
Treasure: x4 standard.

Okay, this is the emperor Nightflame: a beast spawned from a consanguineity between hell and heaven (or worse).
The Emperor Nightflame is 1.800 years old. He controls a large empire on a warm zone, wherever you want it to be in your homebrew.
Letīs begin with his background. Nothing is known about his father nor mother, only about him and a brother, his exact opposite: a right, just and kind-hearted half-gold red dragon. Obviously his brother was weaker than him, being basically a red dragon instead of a gold dragon. Fortunately, his brother managed to escape before being killed.
Nightflame was basically another run-of-the mill evil dragon, except for the fact he was only half that. One day, however, the idea ocurred to him that he wasnīt getting the recognition he deserved. So he chose to instead form straight an empire, and enforce his will even more directly. This was about 900 years ago.
Strangely he survived that idea enough as to form said empire; he couldnīt be happier now. He even got to kill his brother. To form said empire, he got a pact with a large enclave of gigas giants (see below), who agreed to become paid workers. Most of his enforcers are gigas giants now. And so are the people closest to him.
In personality, he is a sadistic monster who thrives in the hate of others for his existence. Also he likes making other people miserable; the closer to him the most. Most people in the court hate their lives. A lot. And he likes it. And if they try to escape, he hunts them personally. But he can make it so necessary if he desires; the misery he inflicts is too strong as to be stopped by mere fear.
At ocassions, he simply goes out of his way to randomly kill people. Such a thing is uncommon in an emperor, but heīs got enough power and enough space as to allow it to himself.
His residence is a large clam-shaped tropical island, about 9 miles across, with a large mountainous ridge. There he hunts his favourite prey: goats. A large group of giants is hired to work and breed his prey, special kinds of animal so large they donīt seem dire anymore. They are ungodly large and strong, yet they are simply animals.
If you need data about his work-bent giants, itīs below.

USING NIGHTFLAME
Nightflame isnīt necessarily a combat encounter; he should be more of a role-play encounter. The PCs should actually submerge their wills, and not lie against him; he sees through lies too clearly as to risk that, not to mention being chaotic.
He enjoys the powerlessness of those who hate him, yet come to serve him; it is almost too delicious for him as to let go easily. If any of the characters is clearly disgusted with the emperor, he likes that. But does nothing to solve it; he likes it that way. Maybe that character is the only one who is left alive in the process of the dragon feeding his hate.
BTW, if you want the gigas giant race, there (http://boards1.wizards.com/showthread.php?t=548454)īs their stats. They are his workers, and the guys responsible for creating all of his prey, and the guys who created those ultra-dire animals he likes so much. Heīs even got a flock of such sheep, just īcause he likes the way they shine in the sun He even got himself several cushions made of that wool, full of UBER-dire eagle feathers. Why? He doesnīt sit on them, he just likes them near his hoard.
Yes, Iīm somewhat of a munchkinist with an almost arabian taste for numbers and kinda nordic liking for exaggerated stories. But the final result is nice, right? Not me, the things I make. Like the gigas giants. Theyīre not so pretty, and as a matter of fact I ripped them off FFVII, but they now have some use. And the Uber-craftsman thing, is because I needed someone to make large cushions.
Karn Dragonsbane

12-17-05, 07:51 AM
Hey, say... We kinda lack variety in color.

Mars needs chicks.
Or any focused rogue.
Perhaps a serious arcanist, or an undead.
There wasnīt any sophisticate BBEG...
We have only two monsters guys, and both are from MM1...

NO, DONīT EVEN TRY TO MAKE A SERIOUS ARCANIST FOCUSED ROGUE SOPHISTICATE CHICK WITH A VARIETY OF COLORS WITH A MONSTER RACE FROM MM2, OR IīLL RIP YOUR INNARDS OFF WITHOUT KILLING YOU FIRST. A LA VELOCIRRAPTOR.

Oh, wait, we have one serious arcanist and itīs undead! I mean, an elf canīt really be "he", right? Specially after losing everything that can be called "flesh". Not like it had much to lose, with being skinny and all that...

And you, Grimdolf and Zoomdork... I have begun crafting your doom. Soon itīll be active and roaming. And by "doom", I mean doom. Not mockery.
Hope you two can take it.
Yes, it can take on both of you at the same time.

Regatron
Medium-size construct (Extraplanar, Lawful)
Hit Dice: 48d10+20 (500 hp)
Initiative: +15 (+7 dexterity, +8 improved initiative)
Speed: 60 feet, Fly 200 feet (perfect)
AC: 57 (+40 natural, +7 dexterity, ), flat-footed 50, touch 17
BAB/Grapple: +36/+57
Attack: 1 wounding sawblade of brilliant energy +50 4d6+25 plus rend and constitution damage or force bow +48 10d6+17 force.
Full Attack: 2 wounding sawblades of brilliant energy +50/+45/+40/+35 4d6+25 plus rend and constitution damage or force bow +48/+43/+38/+33 10d6+17 force.
Face/reach: 5 ft./10 ft.
SA: impale, rend 8d6+37, ruinous blow, special combat additions, spell-like abilities, Ultraheavy arms, Creation Deniage Cannon.
SQ: Abomination traits, magic immunity, construct traits, fast healing 15, SR 43, DR 15/epic adamantine chaotic and 10/-, spiked body, Unmovable, Universal Energy Immunity.
Skills: Jump +68, Climb +68, Spot +56, Tumble +58, Listen +56, Search +56, Sense Motive +56, Swim +68, Knowledge (the planes) +56.
Feats: Combat Brute, Combat Expertise, Cleave, Combat Reflexes, Dodge, Elusive Target, Great Cleave, Improved Bull rush, Improved Critical, Improved Trip, Leap Attack, Mobility, Monkey Grip, Power Attack, Sunder, Weapon Focus (sawblade).
Epic Feats: Wield Oversized Weapon.
Saves: Fort +16, Refl +23, Will +21.
Abilities: Str 45, Dex 25, Con -, Int 20, Wis 20, Cha 20.
CR: Unknown
Treasure: None
Alignment: LN

Regatron is an humanoid figure of silvery material, somewhat slender yet really big. Its main body and legs arenīt too big, nor its arms, but lots of spikes in its body, a pair of bull horns, 7 feet height and strange bottle-shaped things on its elbows make it more menacing than what it should be.

Regatron speaks all languages, except common.
Regatron (AKA Least Weapon) is a brutal combat machine created for the mere purpose of terminating some diehard pests, just like maruts. Unlike maruts, its creator was chaotic evil; the forgotten god of creation AvlTron, and it doesnīt target diehard pests. It targets senseless pests.
For those purposes, it is armed with special additions that enable him to cause far more damage, and be far more adaptable, just like a fighter. Not to mention its extreme quantity of special movements that allow him to surprise his opponents in any arena.

COMBAT
Regatron always engages combat using both sawblades and sneaking from behind, haste and improved invisibility active. Then he uses his integrated combat additions to gain an upper hand in the battle, by damaging the foe extremely.
In melee, it always has something creative in mind.
Its force bow as well as its two huge sawblades materialize when it wants to fight. Else, they wink out of existence, like LeShay weapons.
Creation Deniage Cannon (Su): Regatronīs ultimate weapon is able to terminate utterly anything. To use this weapon, Regatron must stand at least 5 miles away from its target; else, heīll be caught in the blast and thus be damaged a lot. It takes 5 full rounds to operate the cannon, but its presence is undetectable by any means. After the 5th round, Regatron shoots a bolt from his chest. The bolt targets a single entity; the entity suffers 1 negative level per every point of difference between its actual HD and its current Constitution score (maximum 48), Fort DC 34 halves (Mettle and Improved Mettle denied). As this operates by simply supressing all energies within the entity, undead also suffer the damage. Everything within 5 miles of the target receives 50d10 untyped damage, Reflex save for half (evasion and improved evasion denied). Anything that reaches 0 HD is completely evaporated out of existence.
Note that the CDC locks on target, and the bolt may cross through any boundary, even planar ones; if necessary the bolt will create a gate to cross to its target. No escape is possible, except by crushing Regatron. And only a target who has survived the CDC before may attempt it; the CDC leaves no survivors.
Symbiotic entities (those that are linked somehow to other entities) also suffer the damage if an entity they are linked to is attacked by the CDC. Symbiotic entities include, but are not limited to: Familiars, Psicrystals and Thunder Twins.
As a final effect, the CDC completely dispels and nullifies any psionic or magical effect within the blast area, including the main target. Thereīs no way to prevent this short of overdeity status.
No one (absolutely) knows of the CDC. Attacking Regatron for no reason other than itīs standing still will be considered OOC knowledge, unless a VERY good reason is put.
Impale (Ex): If Regatron bullrushes a target, it may start a grapple as a free action without provoking an attack of opportunity.
Rend (Ex): Regatron needs to hit only with one chainsawlike blade to slice and tear through flesh. This deals an additional 4d6+25 damage with every blow.
Special combat additions (Ex): Regatron counts with the following class features: Improved Evasion, Crippling Strike, Sneak attack +10d6, Supreme Power Attack, Supreme Cleave and Overburdened Heave.
Spell-like abilities (Sp): At will- greater dispel magic, displacement, haste, improved invisibility, ethereal jaunt, jump. Caster level 22nd, save DC Cha-based.
Spiked body (Ex): In grapple, Regatron deals 4d6 additional piercing damage every round.
Powerful Build (Ex): Regatronīs powerful build lets him function as if he was one size larger in many aspects. He may use a weapon sized for a large person without penalty, and also gains a +4 on bull-rush, grapple and trip attempts.
Ultraheavy arms (Ex): Regatron has an extra counterweight behind every elbow; approximately 200 pounds in each arm. His attacks with any weapon count as if it was being wielded two-handed (this has no effect on weapons already two-handed).
Ruinous blow (Su): Regatron, if needing an extreme amount of damage for a foe, might engage in this maneuver. It will attempt to do a strength check against a nearby rock to force it into small chunks, then hurl the largest. In game terms, it has a +12 to strength checks made to break objects through sheer force.
Special Sawblades (Ex): As Regatronīs sawblades are parts of its body, it takes no penalty for fighting with two weapons with them.
Unmovable (Ex): Regatronīs securities are always right. It is invulnerable to any bluff check from its current target used to tell a lie. Feints work normally.
Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.
Construct Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Cannot heal damage (though regeneration and fast healing still apply, if present). Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Not at risk of death from massive damage, but destroyed when reduced to 0 hit points or less; cannot be raised or resurrected. Darkvision 60 ft.

Now that I watch you again, I feel like Scarlet from FFVII right after saying that the Proud Clod was Weapon-killing artillery. But itīs gonna be fun to mop the floor with you two. Even with only 48 monster HD [/hiss].
Karn Dragonsbane

12-27-05, 09:25 AM
:bump:
nastynate

12-27-05, 10:24 AM
Alright here is mine.

World Specific: Eberron, but easily adaptable
Alignment: Lawful Good
Concept: Paladin
Evil style: Zealous
Hierarchy style: freelance

Hadrian ir'Kanan is a paladin of Dol Arrah from the nation of Karrnath. He is a veteran of the last war, who was once considered one of the greatest warlords of his nation. The Kanan family has long history of loyalty, honor, and martial skill. Their noble line has for generations been highly regarded by the people of Karrnath and by the kings whom they swore to serve.

During the war, Hadrian earned a reputation as a tactical genius on the battlefield. His armies were frequently challenged by superior numbers, and powerful magic, yet he was never bested by any force pitted against him.

However as the war dragged on, corruption within the government, caused diplomatic breakdowns with Karrnath's allies. Harsh winters caused famine and plagues to sweep through the nation, and in time Hadrian found himself running low on supplies with mounting casulties, and no relief in sight. A costly victory against well trained Valenar mercenaries at the battle of Griffonclaw, left his forces decimated by casulties, and dissention within the ranks grew. Mutiny was ineviable.

The order of the Emerald Claw had long been his greatest supporters. The elite knights of Karrnath had been the one constant advantage Hadrian's forces relied upon in battle. However it was Second Lieutenant Gregoth of Atur, a knight of the Emerald Claw, who usurped command of his forces, and dragged Hadrian back to Atur in chains.

Hadrian spent the final twenty years of the war locked away in the dungeons below the temple of Dol Arrah in Atur, the Crimson Monastery. The people of Karrnath were told their heroic warlord was felled in battle, and King Kiaus III, fearing that the war would be lost without his loyal commander, began to sue for peace.

It was coincidence only that led to Hadrian's escape. Adventurers (the PCs) had broken into the monastary to rob it's treasures, and unwittingly freed him from his prison. Hadrian fled from Atur and has been on the run ever since.

Hadrian is a bitter man. Everything he fought for has been compromised. The Blood of Vol has converted his people to a blasphemeous witch-craft, and descrated the temple where he once prayed for guidance. The Crimson Monastary has been converted into the bastion of their despicable cult. Undead soldiers, some of whom he once considered friends, patrol the streets, and mercilessly slay those who cannot provide adequate identification papers. He wishes he died in prison, and that the criminals who freed him, had left him to rot.

Hadrian is a fugative. He is beleived to have died twenty years prior, and does not have any claim to his familiy estate which has been seized by the King's forces. He hates the Blood of Vol, the Emerald Claw, and what his nation has become.

My BBEG who hates the PCs is a paladin! He's been roaming the countryside, learning about all that has transpired in the last twenty years. He is on the run from the authorities for slaying Karrnathi Skeletons. The PCs have been hired as bounty hunters, by Greggoth to hunt him down and kill him. They do not know that they are working for the Emerald Claw, or that their foe is a long lost hero.

Stats are not relevent. They would need to be customized for each personal campaign to suit the needs of the party that is hunting him.
Karn Dragonsbane

01-09-06, 02:21 PM
:bump:
Wuggadad

01-09-06, 05:23 PM
Heh. I am working on a nasty Druid evil bad guy.

This druid discovered that the presence of a large number of undead causes plants to mutate in all sorts of malign ways. He is breeding up some very nasty plants that you really would not want to see establish themselves in any farm land.

Same with other mutated pests.

He has some pixie allies, who want to destroy the neighboring agriculture dependent kingdoms, because they are encroaching on the forest.

Working with them are some rangers who have become disillusioned with more mainstream druidism. Instead of feeling joy at the wonders of nature, all they see in nature are things to be exploited, to gain power over others.

And way down on the list of henchmen are the kobolds who ride giant spiders. (medium to large spiders)


He isn't so much a threat to the whole world as he is an exceeding bad neighbor. Between his henchman (who has an item that can do Animate Dead without requiring gems) creating undead that get loose occasionally, and his various agents who terrorize people who depend upon the forest, and his decidedly evil experiments with plants, he really creeps people out.

But he is very hard to find, he isn't tied to a physical location, and those pixies keep causing people to forget.

He isn't terribly powerful, probably 7-9th level, with his necromancer cohort a couple levels behind.
speeblefreak

01-09-06, 09:44 PM
I've been working on a BBEG of late, though I don't have much other than stats. Anyhoo, here it is:

Name: The Enlightened Overlord (self-named), The Many-Lich (named by others)
World-Specific: No (uses some Greyhawk and Forgotten Realms material)
Alignment: Neutral Evil
Concept: Chosen
Evil Style: Psychopath/Misguided
Hierarchy Style: High & Mighty

The Enlightened Overlord started out as a human necromancer. As he/she (it has long forgotten its gender) grew stronger in the Art, it appreciated more and more the advantages of undeath over life, primarily immortality. It sought dark tomes and spells to hasten its transformation into a lich, eventually going half-insane. In this state, the necromancer came to the conclusion that undeath was conpletely superior to life and that a world populated by the undead would be nothing short of utopia. The Enlightened Overlord finally got its wish, but found itself transformed not into the "ordinary" lich intended, but a Suel lich. It was well-versed enough in necromantic lore to know that this was an aberration, possibly unprecedented. The Enlightened Overlord interpreted this as a sign that it was the one to lead the world down the path to utopia.

Now the Many-Lich has made its home in an old palace on the edge of a northern swamp. It never leaves, instead sending its servants out to bring others into the fold and investigate potentially useful rumors. The most recent it has heard of is a type of undead that can raise the dead by the thousands in condition superior to that of their living forms. To control such a being is now the Many-Lich's grail.

In combat, the Many-Lich expects most opponents, especially clerics, to be protected with Death Ward and therefore chooses its spells accordingly. If no wards are detected, the Many-Lich opens combat with a Wail of the Banshee. It first tries to incapacitate the PCs with spells like Wave of Agony and Waves of Exhausion and its touch attack. Failing that, it casts repeated Horrid Wiltings and Mass Frostburns, making liberal use of its Debilitating Spell feat. Irritating spellcasers are subject to Grim Revenge. Once all opposing spellcasters are down or dead, the Many-Lich will start using the various aspects of its touch on the remaining combatants. If alerted to intruders well in advance, the Many-Lich will leave the central complex and bring as many minions as it can summon with it to defeat the PCs. While within the central complex it does not fear turning attempts, for the area is Unhallowed.

If its host is destroyed, the Many-Lich will try to possess the party fighter without being noticed and renew the fight when the other party members are resting. If the possession attempt fails, the Many-Lich will flee back to its chambers and rely on one if its living zombies as a host until it can get a better one.

Statistics (without equipment)

Medium-Size Undead (Augmented Human, possessing the body of an orc, Incorporeal). Suel Lich Dread Necromancer 20. CR 22
HD 20d12 (127 hp, body has 124 hp)
Init +2
Speed 30 ft (or fly 40 feet perfect when not possessing a body)
AC: 17 (5 natural, 2 Dex) (19 when incorporeal) (7 deflection, 2 Dex)
BAB/Grapple: +10/- (+17 in orc body)
Attack: Touch +17 (2d8+10 plus paralyze)
Spade/Reach: 5 ft/5 ft
SA: Dread Necromancer Abilities: Charnel Touch, rebuke undead 10/day, negative energy burst 4/day (20d4, Will DC 27 half), fear aura (Will DC 27 negates), scabrous touch 3/day (DC 27), evervating touch (20 levels/day, DC 27 to remove), spells (8/8/8/7/7/7/7/6/5, DC 17+level, 19+level for necromancy), Advanced Learning (Heat Leech, Grim Revenge, Mass Frostburn, Gutwrench, Wave of Agony).
Suel Lich abilities: Deadly Fear Aura (creatures 3HD or less, Will DC 27 or die), paralyzing touch (DC 27), malevolence (DC 22)
SQ: DR 8/bludgeoning and magic and 15/magic, undead mastery, lich immunities, SR 30, turn resistance +4, undead, vulnerability to Dispel Evil
Saves: Fort +6, Ref +8, Will +16
Abilities: Str - (24 in orc body), Dex 14, Con -, Int 20, Wis 19, Cha 25
Skills: Bluff +30, Concentration +30, Hide +25, Intimidate +30, Listen +12, Knowledge (arcana, religion) +28, Search +13, Spellcraft +28, Spot +12
Feats: Corpsecrafter, Destruction Retribution, Greater/Spell Focus (Necromancy), Surge of Malevolence, Debilitating Spell, Touch of Taint, Dark Speech, Craft Wondrous Item (B)
CryoSilver

01-09-06, 10:03 PM
Left
World Specific: Kind of (see tweaking)
Tweaking: Requires an artifact/spell/ritual capable of destroying planes
Concept Style: Twisted Egomaniac
Style: Sophisticate with a zesty lemon twist (see background)
Hierarchy: High and Mighty

Link to character sheet coming soon. Summary: Half fiend fighter/ex paladin/blackguard human female. CR 22.

Left is one of the huge evils ofmy homebrew world of Iliga. She and her older brother Right were born in a dark corner of the Nine Hells and sent to the Material Plane to fight in the Greater War: a war between mortals and immortals. After losing interest in the war, they began playing a game: each would commit some evil or attrocity, and it would be up to the other to top it.

It is about 50 years after the beginning of the game with Right having the upper hand by destroying a village and raising all the dead as undead to ravage the countryside and cut off a vital trade route.

Left has decided to take the game to another level entirely and use an ancient artifact to create a rift in reality and destroy the Material Plane in its entirety. She and her brother are irredeemably evil (the expaladin is just in there for the perks), but commit evil acts because it all they know, more than to cause suffering. Left is lightly less brutal and sadistic than her brother, but not mch so, and she is more powerful, so her acts outweigh his anyways.
Karn Dragonsbane

01-14-06, 01:05 PM
use an ancient artifact to create a rift in reality and destroy the Material Plane in its entirety.
My, what a tiny world. Or what a big artifact.

the expaladin is just in there for the perks
You know, if blackguards were supposed to be munchkins, then they wouldnīt have been written. A BBEG isnīt a pile of stats and a current agenda. HOW DID SHE GET THOSE PALADIN LEVELS? EXPLAIN. NOW!
Karn Dragonsbane

01-17-06, 09:14 AM
:bump:
Karn Dragonsbane

01-21-06, 09:34 AM
:bump:
HerbalTea

01-21-06, 01:30 PM
Satan, Dracula and the headless horseman from sleepy willow are my main 3 BBEG's. A bit controversial with the first one but still. I dont want to post the stats because I know a few players occasionally skim through these boards and they are near to one of the BBEG's in the campaign.
vassalich

01-21-06, 05:06 PM
Well, here goes.

Duke Elusis Celestri

World-specific: Yes, but easily adaptable
Alignment: Neutral Evil
Concept: Unwilling to die
Evil Style: Scheming liar, Tyrant, Hates the world.
Heirarchy: One Among Equals

Stats 'n stuff
Medium-sized undead
Mummy Lord/Ranger 10
HD: 8d12+10d8 (130 HP)
Speed: 20ft. (4 squares)
AC: 28 (+10 Natural, +3 Dex, +5 elven chain)
Base Attack/Grapple: +14/+21
Attacks: Slam +21 Melee (1d6+10 +mummy rot) or Ducal sword(see text) +24/+19/+14 Melee (1d8+13+1d6 (electric) ) or Seeking Composite Longbow(+4 str) +3 +21/+16/+11 Ranged (1d8+7)
Space/Reach: 5x5'/5-foot reach
Special attacks: Despair, Mummy Rot, spells
Special Qualities: Damage reduction 5/special Darkvision 60 feet, Animal Empathy, Improved Combat style, Fire resistance 10, Undead traits, Woodland Stride, Swift Tracker, Special vulnerability (see text)
Saves: Fort +11, Ref +14, Will +12
Abilities: Str 24 Dex 17 Con - Int 14 Wis 16 Cha 18
Skills: Ride +16, Knowledge (Geography) +15 Hide +16 Move Silently +16 Knowledge (Nature) Spot +17 Listen +17 Survival +16 Climb +20 Swim +20 Profession (Duke) +11 Search +10
Feats: Alertness, Lightning Reflexes, Rapid shot, Many shot, Evasion, Point-blank shot, Weapon Focus(Longbow), Dodge, Mobility, Track.
Challenge Rating: 15

Favored Enemies: Orcs (+6) Humans (+4) Elves (+2)

Ducal Sword: Each elven noble house has an identifying sowrd, given to those fit to be heirs to the throne of the house. These weapons may only be used as more than a regular masterwork longsword by the family that the house is built around. The Ducal sword of House Celestri is a +3 shocking longsword That reveals all invisible opponents in a 60-foot radius.

Special vulnerability: Due to the circumstances of his death, any drow-made weapons can bypass Elusis's Damage Reduction, and remove any benefits he recieves from Dodge, Mobility, and Evasion for the next 1d6 rounds.

Overview
Duke Alsaris Celestri was perhaps one of the wisest of the elven nobles before the elven kingdom fell apart. He was politically astute, and had a grand vision for the elven knigdom, which would involve sealing an alliance with the nearby human kingdoms of Thrandia, Pharsis, and Estarion. However, his demise left all of these plans incomplete, and people wondered who would replace him. By the law of succession, the next man at the head of the house was Alsaris's eldest son, the swaggering, arrogant Elusis. He possessed little of his father's acuity in matters of state and diplomacy, and was especially venemous towards the humans. His mind was immersed in the ancient prejudices of the elder days, and seemingly with a roll of the cosmic dice, the cruelest joke had been inflicted on all of elvenkind.

This scion of Celestri had committed himself to studying the elder days of the world, of the ancient greatness of his own race, of the war between elves and dwaves, and even the wars against men. He even volunterred for the diastrous attempt to invade Pharsis, and returned bitter and resentful from the experience. His own people were so weak they couldn't topple horsemen that were only 1/5th their number in the desert. He forver bears the scar where a poisoned, barbed Pharsian arrow struck his arm, and he remembered how much more painful and marring it was to pull out than going in. He became personally hateful of humanity, and how they dared, in their vile insolence, to become stronger than the elves.

Elusis had a mind for plots and scheming, rather than the aboveboard nobility of his father's plans. He managed to maneuver thiose who opposed him within his house into positions where they would have to step down or be forever shamed. His own younger brother even fled to Pharsis out of fear for his own person, knowing that Elusis wouldn't try to follow him. With his own power consolidated, he attempted to put his own plots into action against the world of humans.

He wasn't, however, above working with humans to further his own ends. He worked with the high wizard of Thrandia in order to attempt to slay the king and the rest of the Royal family, and was not above using human spies: Elves were always looked onwith a little suspicion. The core of his own guard, however, were always elves. He even went to the trouble to acquire eight horsemen of strong ability, and used them as his own personal "adventurers", sending them to deal with people or places that would become troublesome if left unchecked.

Elusis's plans, without any real guiding influence to make them as solid as the dwarven mountains, fell apart one after another. The plot to kill the king of Thrandia was foiled by Prince Morgan and the guards of the front gate of the keep, both of which were members of the Sword of Thrandis, the most elite of the King's knights. His attempt to kidnap a member of one of the most ancient peoples of the world, resulted in the loss of his eight horsemen to a single Pharsian cataphract. Because of all of this, Elusis was banished from the elven court, never to return.

Elusis eventually overreached himself. He kidnapped Riona, wife of Prince Andrew of Thrandia, because she was helping a faction of the drow figure out how to break the influence of Lolth over their people. This was to be the last living blunder of the Duke, because Varamas, A drow lawsword who was the leader of said faction, slew Elusis's bodyguards, killed the Duke, and rescued Riona.

This was not to be the end. Elusis left instructions to his most loyal followers to bury him with an ancient ritual he had discovered in his studies. Knowing that lichdom was beyond him, due to his lack of inclination towards spellcraft, he went for the next best state: Transformation into a Mummy. His personal power would be forever fixed, but what he would gain from this ritual would be well worth the risk. His untimely death was a mere temporary inconvenience. By the time he arose, however, things were different in the elven kingdom, and this gave him an opportunity.

With the death of the last elven king, and the absence of an heir, the elven kingdom had split into territories goverend by the noble houses, and were constantly warring with each other to achieve dominance. Elusis still had followers, but he would need more... And that is when he was offered membership in the Knights of the Shadow by Acetrius, a lich and the last bishop of Nerull. He gleefully accepted the offer of assistance, and is now once again plotting and scheming, though with his newfound power and allies, he may not so easily perish....
Karn Dragonsbane

01-24-06, 08:37 AM
Elusis...
:confused: :cheer: :dancin: :clap: :ayyyy!: :bow:
GREAT! One among equals... Never imagined that. Itīs awesome!
Good work. You must be an excellent DM.
vassalich

01-24-06, 10:11 AM
Elusis...
:confused: :cheer: :dancin: :clap: :ayyyy!: :bow:
GREAT! One among equals... Never imagined that. Itīs awesome!
Good work. You must be an excellent DM.

Thank you very much. I don't think people use mummies enough. There's so much potential to explore. :)

The Knights of the Shadow are basically a group of normally independant BBEGs that have pooled their resources, on the premise that by supporting each other, they can each achieve their own individual agendas. Acetrius wants to revive the destroyed Church of Nerull, Duke Elusis wants to start his own Elven dynasty, Shen Jiang wants to interrupt the cycle of Heaven and claim permanent dominion of monsters over men on the Eastern continent, and so on. It's based on "The whole is greater than the sum of its parts."

However, because of the disparate agendas, the PCs could probably find that manuvering the BBEGs against each other could be just as useful in foiling them as engaging each of their forces in open combat. One of them is only a member because he believes that there's no one else who would help him accomplish what is a basically Good act.
kam_Islash

01-24-06, 12:31 PM
Name: Voidra
World-specific: He is native to the Seia homebrew world, but could potentially go to any world through Sigil.
If itīs world-specific, can it be tweaked to adapt to some other world? See above
Alignment: Lawful Evil
Race: Mindflayer who worships Cthulhu
Class: Sorcerer 25 (They wont meet him until theyre epic, right now hes kind of behidn everything)
Concept style: Epic Darklord
Evil style:Tyrant


Voidra is ancient beyond his own reccolection. At the end of the Age of Restoration, he laid waste to the entire civilization on the Sha Landmass, leaving only the Leshay city of Myst and the Human city of Far Reach (he didn't know about them). Voidra lives in a heavily guarded citadel at the center of his empire, filled with labor camps connected to demiplanes where he breeds his darkest warriors from demon and mortal stock. The only city rests on the coast, and it is protected by powerfula rtifacts which launch maximized and empowered fireballs at any ships which do not bear the black sails and the symbol of Cthulhu.

Voidra usually wears a human guise, which serves him well when he deals with his best ally: The Githyanki bounty hunter, Rax. He pays Rax a great deal of money to hunt down his most powerful enemies. If Rax were to ever discover Voidra's true nature, he would surely be betrayed.

Voidra's goal is to uncover four artifacts which bind an infernal (the bastard child of Vecna and a Demon Princess) to his prison in order to release him. For this task he has chosen four Generals drawn from the most cunning and poweerful creatures of the multiverse.

Name: Rax
World-specific: He comes from the astral plane, so in theory he could be in any campaign setting where the story of Gith and the Lich Queen are Canonical.
Alignment: True Neutral
Race: Githyanki
Class: Fighter (Level of party +3, he's kind of a recurring rival right now)
Concept style: Githyanki bounty hunter
Evil style: Not evil
Hierarchy Style: Money talks.

Rax is the most feared bounty hunter in all the multiverse. When he was deemed too powerful by the lich queen he fled, taking his father's sword from the sacred vault and cutting through many of his own friends who had betrayed him to the Queen. For years the Queen has sent assasins to kill him but all have failed. Rax rides a Steel predator named Morgoth, adding to his fame and his power.

Name: Amy
World-specific: Not really
Alignment: Chaotic Evil
Race: Marlilith
Class: Base Marlilith
Concept style: General
Evil style: Torturer

The name Amy doesn't strike fear into most people's hearts...until they meet THIS Amy. She is cruel to her servants and to her enemies alike, delighting in torturing them and recieving nigh orgasmic pleasure from inflicting pain onto herself. She actually bathes in holy water until parts of her flesh burns. Amy is known for her cruelty in battle and for the fact that she likes to drink the blood of her foes. None are more frightening than she, even if she is not the most powerful. Her most powerful lieutenants are her consorts, who love her and obey her even though she frequently tortures them.

Name: Xthirlck
World-specific: No
Alignment: Chaotic Evil
Race: Kraken
Class: None
Concept style: General
Evil style: Commander

Xthirlck is perhaps the most evil Kraken to grace the seas. He, like his master Voidra, worships the Great Old One. Xthirlck is in command of the aquatic forces, including the Sahaugin and many cruel lieutenants ranging from a dread pirate to a Death Giant.

Name: Kelvin
World-specific: No
Alignment: Chaotic Evil
Race: Lich of a human wizard
Class: Wizard
Concept style: General
Evil style: Just plain Evil

Kelvin was once a wise wizard, but then he turned to lichdom and the undead. He commands an army of darkness from the ruined Dwarven city of Aiag.

Name: Scylla
World-specific: No
Alignment: Chaotic Evil
Race: Engineered Dragon
Class: None
Concept style: General
Evil style: Commander

A terrible creature made in Tiamat's image. Scylla has enslaved a clan of Lung dragons from the Eastern lands of Zen (my Oriental Adventures style island) and ravages the kingdom of Sanada (yes it IS named after THAT Sanada, so sue me). Scylla was magically engineered by Voidra to be a nigh perfect copy of Tiamat. Like her model, Scylla is collossal, has five heads with five breaths, and is evil. Luckily for the world she does not posess any divine ranks.

If the party manages to defeat Voidra before he can summon the Infernal, great. If not, they'll have to contend with both of them OR the Infernal will turn on his liberator (Percentile roll).
Oompa

01-24-06, 12:40 PM
If anyone would like :) I need a BBEG.. a cultist leader.. he wants to open the portal to the underworld and let undead walk the earth ;) 6 lvl 8 pc's is the party :D i think that they are lvl 9/10 when they going to fight the BBEG :D

So.. if anyone likes..
kam_Islash

01-24-06, 01:21 PM
Oompa, youve got a PM,
Hope you like my idea.
Karn Dragonsbane

01-28-06, 08:13 AM
Name: Voidra

Name: Amy
Race: Marlilith
Class: Base Marlilith

Name: Xthirlck
Race: Kraken

Name: Kelvin
Race: Lich of a human wizard
Class: Wizard

Name: Scylla
Race: Engineered Dragon

A terrible creature made in Tiamat's image.

If the Infernalīs name is Chaos, then Voidra has been playing too many videogames.
Karn Dragonsbane

01-31-06, 09:18 AM
Elsa Saigon
World-specific: No
Alignment: Lawful (?) Evil
Concept style: None, actually. She might be the least fleshed out character I have ever made.
Evil Style: Sophisticate... I guess.
Hierarchy style: Standalone, also works as mastermind (Hidden boss).

Iīd rather not stat her... She works best with all aces up her sleeve. And I never found a feat combination that satisfied me as hers. Not to mention, there ARE guys who canīt respect people without at least 30 AC and 150 HP, not to mention they later make 75th level characters with 19 AC. But here goes nothing...
Elsa: Female human Sor18; Medium-size humanoid (human). Hit dice 18d4+18 (63 hp); Initiative +1 (dexterity); Speed 30 ft. (6 squares); AC 11 (+1 dex); Attack +5 poisoned dagger +15 plus black lotus extract; Full Attack +5 poisoned dagger +15/+10 plus black lotus extract; SA spells; SQ summon familiar; AL LE; Saves Fort +6 Refl +6 Will +11; Abilities Str 12, Dex 12 (+1), Con 12, Int 14, Wis 10, Cha 22 (+3); Height 5 feet 10 in., Weight 140 pounds (perhaps too little?).
Skills and feats: Bluff, Diplomacy, Knowledge (Arcana), Intimidate, Sense Motive, Spellcraft; Brew Potion, Craft Magic Arms and Armor, Craft Wondrous item, Greater Spell Focus (Enchantment), Spell Focus (Enchantment), Magical Artisan (Magic arms and armor), Magical Artisan (Wondrous Item), Skill Focus (Diplomacy).
Sorcerer Spells Known: Of no real consequence. Not like she canīt buy herself some scrolls.
Signature possesions: Only medium, modest jewelry worth about 50 gp total, a signet ring, plus her usual outfit (worth 30 gp), which is enchanted to have specially large extradimensional pockets (5.000 gp, as per bag of holding II) and a +5 dagger coated with black lotus extract, altered to affect by injection, straped to her thigh (where else...). Also, hidden somewhere (itīs really strange, her dress looks too tight to hide stuff [NOT *THAT* TIGHT, YOU PERVERT!]) on her clothes, thanks to the extradimensional pockets there are the following items: 10 waterskins full of water, 10 vials containing cure moderate wounds potions, a 10-foot pole, a small steel mirror, a bedroll, a hooded lantern and 40 pints of oil, an inkpen, a dozen vials of ink, three dozen papers sheets, a 100 feet length of chain, a crowbar and flint&steel. Finally, within a rather obvious pocket, she keeps a small makeup kit. All that really matters she doesnīt wear on herself, but she could make it if required.

Elsa? Well, I havenīt done much about her. Itīs merely an idea that seemed cool to do once, so I ended up writing a quick idea, then I got on with this. She might do well as a dealer of extremely rare items, as well as kind of a connaiseur of such stuff (she can even mae some of those herself, but wonīt reveal this info herself).
As well she might do as an enemy they cross once, and ignore, but then become part of the "enemy alliance". She has not a single altruist bone in her body, but sometimes she performs acts of kindness.
If you were the target of one, begin running away right now.
She then is repaid, at her whim. She doesnīt announce there will be a cost, she doesnīt even decide which will be the cost at the time of performing it. Simply later, anywhere between two days and two years (or more), she remembers the person and maybe thinks about something she wants. The rest is up to her, usually by calling the person and bossing it (as she perceives the person, basically) around. At the first refusal, there is an array of options available to an 18th level sorcerer full of spells of the Enchantment school, with only a small quantity of other spells.
Approximate spell selection: She is half full of spells of the enchantment school, the other half is a mixture of other spells, (like bestow curse, bestow greater curse, doom, polymorph any object, etc.) and a rather... minuscule selection of damage-dealing spells, only those which aid in the construction of magical items (they include Leomundīs secret chest, Mordenkainenīs sword, Resistance). If anybody asks, her favorite spells are teleport and eagleīs splendor. She also counts with keen edge, and some low-level elementals. Also continual flame, gaseous form... Donīt worry about them.
Oh, her looks? Uhh... moderately attractive, yet not impressive. Not VERY impressive, I mean, not someone whoīd get the whole way due to her beauty, but still... you know, a moderately beautiful woman, of those most people tend to tie to exacting routines, 30-ish ages and authoritary jobs. Black hair, blue eyes. Age: Donīt ask (33).


Also, one thing to ask of you all. Can I post a character who might function as the BBEG, but doesnīt do strictly evil stuff? I mean, most characters I made arenīt really fleshed out. The one I mean to post is, but might not give a sensation of seriousness. Also I havenīt statted him out carefully... he might not seem at all serious. At the very least he isnīt a clone of a video game character whom I post everywhere I can just to save myself the hassle of sig-ing him.
Karn Dragonsbane

02-11-06, 09:25 AM
No replies, then? Well, Iīll take that as a yes.
Post this guy anywhere and the thread will die of boredom.

-Archmage Trevor (surname unknown)
World-specific: Yes
Tweakable: Yes
Alignment: Chaotic Neutral
Concept style: Chosen/Funny/Possible ally/Exasperating
Evil style: Careless
Hierarchy style: Hidden boss

Trevor: Male human Sorcerer 14/Archmage 5/Woven Master 10 (Custom PrC); Medium outsider (no subtypes), HD 29d4+56 (HP 154); Initiative +1 (dex); Speed 30 ft. (6 squares), fly 60 ft. (12 squares, good); AC 33 (+8 armor, +1 dexterity, +9 deflection, +5 natural); Attack 1 thunderlance +23 2d6+8 x3 plus dispel force abjurations under 4th level; Full attack 1 thunderlance +23/+18 2d6+8 x3 plus dispel force abjurations under 4th level; SA Arcane Fire, Emulate Spells, Last Dweomer, Mastery of elements, Mastery of shaping, Woven Charge; SQ Mastery of counterspelling, Permanencies, Protective energies, Spell power +1, Suffused Body, SR 39, Spells, Summon Familiar; AL CN; Saves Fort +9, Refl +9, Will +19; Abilities Str 8 (27 for thunderlance), Dex 12, Con 14 (+2 inherent, included), Int 14, Wis 12, Cha 28 (+5 inherent included); Height 5 ft. 11 in., Weight 150 pounds.
Skills and feats: Concentration +34, Intimidate +41, Knowledge (arcana) +34, Knowledge (history about the war 700 years ago) +12, Knowledge (local) +12, Knowledge (the planes) +14, Spellcraft +37; Brew Potion, Craft Epic Wondrous Item, Craft Wondrous Item, Empower Spell, Improved Counterspell, Improved Metamagic, Iron Will, Intensify Spell, Maximize Spell, Skill Focus (spellcraft), Spell Focus (Evocation), Spell Focus (Transmutation), Tenacious Magic (permanency), Widen Spell.
Typical Sorcerer Spells Known: (9/9/8/8/8/7/6/6/6/6; Save DC= 19+spell level, 20+spell level for evocation and transmutation); 0-Repair minor damage, Resistance, Detect Magic, Detect Poison, Acid Splash, Read Magic, Acid Splash, Light; 1st-Fist of stone, Magic weapon, True Strike, Magic Missile, Expeditious Retreat; 2nd-Eagleīs splendor, Web, Obscure object, Continual Flame, Gust of Wind; 3rd-Resonating bolt**, Orb of force**, Fly, Haste; 4th-Thunderlance*, Defenestrating ball**, Bestow curse, Dimensional Anchor; 5th-Duel Ward**, Recyprocal Gyre**, Permanency, Wall of force; 6th-Tenserīs transformation, Chain Lightning, Greater Dispel Magic; 7th-Energy Immunity**, Trevorīs armor***, Spell turning; 8th- Iron body, Greater Planar binding, Mind Blank; 9th-Wish, Prismatic Sphere, Devastation Blasts***.
* Found in Forgotten Realms Campaign Setting.
** Found in Complete Arcane.
*** Researched it himself.
Signature possesions: Thunderlance (permanent thunderlance effect at caster level 28th), Amulet of natural armor +5, Bracers of armor +8, rod of excellent magic. Being that powerful, he may craft most items he needs, and acquire somehow others.
Permanencies: The following effects are permanent on Trevor: Fly, Trevorīs armor.

Trevor is the leader of an order of mages which is rather popular, specially because most people knows nothing of him.
He counts about 768 winters, thanks to his continuous usage of several dozen procedures.
Nevermind... about where did he start? Right. This guy was possibly born in a farm, or something. How did he came to know of the art, isnīt known. Supposedly his master seeked him out to teach him, because he was some chosen guy or something.
On the 15th year of his training, which began when he was 9 years old, a war began. He already was more powerful than many full-fledged magicians, so his master let him embark with him.
His master? Oh, the most powerful mage to have ever lived. His impressive mastery of everything within the Art was said to be the pride of gods themselves... still he met an horrible demise. His name was forgotten to the ages, and Trevor is loath to pronounce it in vain.
This war was preternaturally intense. One of the sides, I mean the starting side, was an empire that began building itself after the rise of Dúnár, the nightflame dragon, as he styled himself. Perhaps Dúnár and Trevor arenīt very different, but neither of them (well, perhaps Dúnár) thought about it ever. Dúnár, unlike most people, knew how to properly use a budget. Itīs no surprise then that he could found enough of magical schooling to have an empire capable of summoning that.
That... thing. The thing that defeated the most powerful mage ever. Its power was... not extremely impressive, considering its nature. Still, Trevorīs master was defeated, smitten, burnt, rolled up into a ball and tossed aside against a wall. The wall survived. The mage didnīt. If you need some info about it, it was a variation on the goristro.
After seeing this, Trevor tried his own luck. So he was dealt the same stuff... but he was young, and tough enough as to survive it, unlike someone else. Besides he was quite lucky. That dealt him merely a psychic scarring.
The fiend was defeated later by a matter of similar power; but basically it was Trevor who defeated the beast. He called upon another monster, a construct of metal with powers of coherent light. Right, I mean a Gundam :).
The gundam was smitten, beaten up, crushed, rolled up into a ball and tossed aside. But it borrowed Trevor enough time as to drop an entire mountain on a plate of adamantite, then serve it right on its head.
After that, Trevor then took his masterīs place and helped defeat the hordes of Dúnárīs minions. That wouldīve been easier if there werenīt as many monsters on its army; the giants who aided the dragon really were coaxing. Specially given time, and ingredients to cook something tasty.
Nevermind, after some 48 years, Trevor got his battle ended. And then he aided in sinking enough of the continent, so that Dúnár wouldnīt be able to later invade without the usage of ships... which were wooden, and flammable, as if he used magic it was easy to counter. For the purpose of stopping every attempt on Dúnárīs part of taking again over the world, Trevor and a couple old guys founded the order Trevor now rules.
Trevorīs rule is because of him as a foundation member, and being the only guy who cares enough. As Dúnárīs attempts at taking over the world are few and far between, the order mainly focuses in gaining members for those times. There are a lot of benefits to entrance.
Now letīs talk him.
Having the temper of a boar with fleas, a degree of caffeine addiction comparable to crack usage, and the age of some dragons, his ungodly mood should be obvious. He doesnīt talk as much as wail, scream and roar, for starters.
Then we have the rest of him. He isnīt a particularly dangerous person, by most standards; he doesnīt usually cast spells. Even at his angriest, he would simply bestow a curse, assuming he was sure the offender in question could get it removed later.
But that attitude doesnīt transfer in the large scale. He doesnīt care as much about towns or forests as he cares about individuals; to him, 1 is murder, 10.000 is statistics. While protecting the goals of his organization, he doesnīt really care about what gets harmed. To him, if nobody comes in person and tells him about it all, then nobody cares about what is getting harmed.
Hope it was that simple. Finding him is almost impossible, though it is enough as to solve most dillemas the order raises. Like the taking of a particular vegetable species out of a jungle, which damages the ecosystem, or whatever.
Hey, I forgot to tell what does he look like. Heīs a thin, bony man, with black, spiky, inverted hair, beard and mustache, an eternally smug expression, and eyes that only express a sick boredom.

COMBAT
Trevorīs spells are most of what he uses. His reach with the thunderlance is 20 feet.
Custom spells (Sp): Trevorīs armor spell grants a +8 bonus to AC. Devastation Blasts allows the caster to launch force blasts, dealing 5d4 damage each in a 20 foot radius (reflex half), also using a lesser disintegration effect in the area, immediately destroying any unattended, nonmagical object within.
Protective Energies (Su): The Woven Master slowly tangles himself with random bits of string, of power, of everything. He gains a deflection bonus to AC equal to his charisma bonus, up to his Woven Master level or 13, whichever is lesser.
Suffused Body (Su): The Woven Master slowly becomes more magic than people, thus becoming more effective with magic and less effective everywhere else. When this ability is gained, a strange array of effects begin to shell his body.
He gains the ability to use magic, magic items and supernatural abilitiesnormally within an antimagic field for up to 1/round per woven master level plus his charisma modifier. After that time is depleted, the woven master must leave immediately the field or suffer 10 points of damage per every additional round spent within it. It takes the woven master 1 minute outside the AMF to recover each round of the ability to function within an AMF.
As an additional ability, the Woven Master becomes able to deal damage normally with direct effects to constructs with Magic Immunity, as if they were objects. Note objects still take only half damage from electricity and fire, and only 1/4 damage from cold.
Interference (Su): The Woven Master slowly becomes harder to affect with magic. So he gains SR equal to 10 + his level.
Emulate Spell (Sp): The Woven Master has the ability to use even already faded dweomers as he gains this ability. He may recast any spell ever cast on him, by expending extra slots of higher level. To cast an arcane spell with this ability, he must expend two slots one level higher than the level of the spell he doesnīt know. To cast a divine spell with this ability, he requires three spell slots one level higher than the spell in question.
Woven Charge (Sp): The Woven Master may use his persisting dweomers to absorb magical energies, then expulse them within another spell. To begin using this ability, the woven master must cast one spell he means to charge. Then do a spellcraft check with a DC of 15 + the spellīs level, and another concentration check with the same DC. If either fails, the spell is wasted and the charge cannot begin.
If he suceeds, he may begin charging. The spell doesnīt take effect until he either ends charging or fails a check. Every round, both DCs rise by 2. The following effects occur as the charge progresses...
Every three rounds, the save DC of the spell being charged increases by 1. No more than 5 points of extra DC may be added this way.
Every two rounds, the damage dealt increases by half of the number of damage dice it deals (if it deals damage). No more than thrice the number of damage die may be added this way.
The effects are terrible if either check is failed. If the concentration check fails, the caster takes half of the charged spellīs damage in backlash type energy, and the caster must cast it immediately at whatever target is available or die. If the spellcraft check fails, the spell is wasted and the caster suffers its charged effects.
Last Dweomer (Su): This final ability allows the woven master a nice death throes. As an immediate action (1/round, but at any time, even when itīs not your turn), the woven master may unload all of his spells as damage, although as a mere fraction of its full potential. For every spell slot he has uncast, he deals a number of points of damage equal to the spell slotīs level. No metamagic may be applied. Usually, this leads to about 250-300 points of damage. There is no save for this effect, spell resistance nor immunity, but the caster must immediately do a Fort Save (DC equal to 15 plus 1/2 his HD, to keep it tough) or die immediately. Even on a sucessful save, the caster is left at -8 HPs and dying. A contingency may aid with this last consequence.
Trascendence (Ex): At 10th level, a woven master is so lined up with dweomers and magic that he trascends his living nature and becomes a creature of magic. His type changes to outsider, and he gains DR 1/spell (thus allowing him to strike as spell damage which isnīt subject to DR of any kind). He still has no subtypes, neither extraplanar nor native.


-Trevorīs spells

I suppose you noticed that Trevor doesnīt have Epic Spellcasting. Well, I deal with epic spells in another way: I donīt allow those things unless specific cases justify their uses. He, for one, has Shred World, useable whenever he is capable of justifying a genocide, but nothing else.

SHRED WORLD
Conjuration (teleportation)
Spellcraft DC: 47
Components: V, S.
Casting time: 1 minute
Range: Special (see text)
Area of effect: Special (see text)
Duration: instantaneous
Saving throw: Fort negates (see text), then Refl halves.
Spell resistance: Yes
To Develop: 423.000 gp, 9 days, 16.920 xp. Seeds: Energy (DC 19), Foresee (to create destination) (DC 17), Reveal (allows effects to tunnel through spell) (DC 19), Transport (main seed) (DC 27). Factors: Allow effect to function from spell (+6 DC), free line of effect restriction (x10 DC), interplanar travel (+4 DC), unwilling targets (+4 DC), ignore natural 20s on saves (ad hoc +20 DC), and natural 1s in SR rolls (ad hoc +20 DC), add +10 to save DC (+20 DC), and +10 to SR breaching (+20 DC), raise damage by 20d6 (+40 DC). Mitigating factors: fourteen additional casters providing 6th level spell slots (-154 DC), Burn 20.000 XP (-200 DC), affect a single type of creature (ad hoc -40 DC).

By casting this spell, the caster banishes to a certain destination in the deepest zones of the ethereal all creatures of a certain kind within his same plane. All of those creatures suddenly are transported to the deepest zones of the ethereal plane unless they suceed on a saving throw (DC 30 + relevant spellcasting ability modifier). Spell resistance also applies, but no natural 20s on saves nor natural 1s on SR negate the effect.
A small chunk of area about 20 ft. wide around every target is shattered by a strong soundwave before imploding, and falls through the portal towards the ether, to buffet the one being drawn by 30d6 points of shrapnels (slashing, bludgeoning and piercing) damage should the effect be denied somehow (as an example, by dimensional anchor). Those who are drawn within the area simply are then filled with dust after entering the deepest layers of the ether.
Summoning back one so banished race isnīt possible, but it might be possible to actually find them back by other means.
This is a ritual spell, requiring the assistance of fourteen additional casters each contributing a 6th level slot.
XP cost: 20.000 XP.
Additional notes: Although this isnīt stattable, this spell might actually rend the very fabric of the multiverse, thus creating one or two dozen portals where the banished monsters were.

This spell was used by Trevor, to banish a race of terraforming harsh-climate bees who were created by the servants of Dúnár to the deep ether. Unfortunately, the bees terraformed one of the layers within the ether, and have now no desire to go back. No, I havenīt statted those yet.


The next spell requires a practically invincible foe.
SUMMON GUNDAM
Conjuration (Summoning)
Spellcraft DC: 47
Components: V, S, F
Casting time: 1 minute
Range: 75 feet
Area of effect: 1 summoned gundam
Duration: 20 rounds
Saving throw: None
Spell Resistance: No
To Develop: 423.000 gp, 9 days, 16.920 xp. Seeds: Summon (DC 14). Factors: Creature type not = outsider (+10 DC), raise CR by 31 levels (+62), enable flight ability (ad hoc +19 DC), raise duration by 8 minutes (+16 DC), modify poisonous breath to laser attacks (+6 DC). Mitigating factors: Disable antimagic field of summoned monster (ad hoc -12 DC), weirded out focus (ad hoc -8 DC), burn 6.000 XP (-60 DC).

The spell calls upon the presence of a mighty iron colossus, and modifies some of its abilities to better fit a fight against a monster totally invulnerable against magic or poison. To call upon the monster, the caster requires the presence of a colossal-sized slashing weapon.
The colossus has no antimagic field ability, nor a poisonous breath. But it gains the ability to use lasers, each dealing about 24d6 damage of no particular type with every sucessful attack roll.
The colossus will wield the weapon provided as a focus, which when destroyed ends the spell. Also it gains the ability to fly for the duration of the spell.
XP cost: 6.000 XP.

Yep, the guy still has the energy bladed +6 adamantine two-bladed sword. This was the diversion to cast Ground Plate.

The next spell requires that at least one target can survive it...
GROUND PLATE
Conjuration (Creation, Teleportation)
Spellcraft DC: 50
Components: V, S
Casting Time: 1 minute
Range: 0 feet
Area of effect: A 200-feet burst, then a plate with a radius of 100 feet.
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
To Develop: 450.000 gp, 10 days, 18.000 xp. Seeds: Conjure (DC 21), Transport (DC 27). Factors: Change target to 20 foot radius burst, then a cylinder (+14 DC), Raise area tenfold on both seeds (+40 DC), raise save DC by 20 (+40). Mitigating factors: Limited circumstance (ad hoc -4 DC), limited range (ad hoc -16 DC), backlash 30d6 (-30 DC), reduce duration to instantaneous (ad hoc -2 DC), 4.000 XP cost (-40 DC).

This spell only functions on the ground, against a target within 50 feet. First the spell calls upon all of the groundīs components within 200 feet to rise and teleport above a target within 50 feet. Then, the caster generates a disk of adamantine-hard metallic substance, which catches the whole dirt above and falls to impact on the targets downward, which each receive a reflex save (DC 40 + spell level). The damage usually ranges on the 300-500d6, depending on the weight of the local soil, and traps those underneath.
This spell usually leaves the caster floating 200 feet above the craterīs bottom. This might get deadly if it becomes an habit.
XP Cost: 4.000 XP.
Backlash: 30d6.

This spell didnīt kill the Über-outsider. The next one did, plus a Tenserīs transformation.

To use this spell, the caster needs a Colossal+ target.
GRAND SWORD
Conjuration (Creation)
Spellcraft DC: 37
Components: V, S
Casting time: 1 action
Range: 0
Target: A massive blade, right on the casterīs hands.
Duration: 20 rounds.
Saving throw: None
Spell Resistance: No
To Develop: 333.000 gp, 7 days, 13.320 xp. Seeds: Conjure (DC 21), Fortify (DR function, DC 17). Factors: Item increased in volume by 40 cubic feet (+80 DC), raise DR to epic (+15 DC), grant ability to use said sword (ad hoc +10 DC), 1-action casting time (+20 DC). Mitigating factors: 10.000 XP cost (-100 DC) Backlash 6d6/round (-6 DC).

This spell creates a bizarre sword of colossal size. The sword is of any material the wielder deems necessary, but itīs always reliable for usage against any foe, disregarding damage reduction based on damage type (being nonspecified in the spell the weapon created, it may deal any kind of damage). It deals 8d6 damage with every attack. It lasts for 20 rounds, and the wielder may attack with it normally, disregarding its weight and size.
The spell also strikes at the wielder from within, dealing 6d6 damage every round as it rends bone, skin, flesh and blood equally.
XP cost: 10.000 XP.

After that spell finished, he threw a ultra ball at it :). And since then heīs got the thing sealed up in a massive building within a demiplane of his own design.
Draconegia2

02-11-06, 11:15 AM
Tasis Talurd

World-specific: no
Tweakable: Not Really...
Alignment: Neutral Evil
Concept: Higher purpose
Evil style: Uncaring Researcher
Hierarchy style: Standalone

If you have ever read the Nathanial Hawthrone story "Eathan Brand," you know what this BBEG is like. In the story, Eathan Brand, a simple lime-burner, goes off in a search for the unpardonable sin, using all of mankind as his test subjects. He manipulates people into bearing their souls to him, but when none of them meet his standards for commiting the unpardonable sin, he simply breaks them and moves on.

Tasis is the same way. He was origionaly a clerk at a wizard's guild, knowing little magic but observing the wizards dealing with the other planes. Overtime, he concived the idea of a being of perfect evil, and eventually became so consumed with the idea that he left his post and traveled the planes in search of it. His drive to complete his quest honed his intellegence to a level beyond that of even his wizardly colleges, but his heart, his humanity, failed to keep up with the pace of his intellegence. He became totally callous, he lost his love for his fellow man. He eventually relised that he had become the very thing he had been looking for, a being of perfect evil. His loss of love for anything made him evil beyond the scope of even the deamons. He still wanders the world, his great life's goal complete. Because he has become something supernatural, he can't die by old age, sickness, starvation, or the like. For him, death means only annihilation, having lost his chance at afterlife long ago.

Using Tasis:
If you were to stat him (which I am far too lazy to do), make him more of a psionic character with powers focused on analyzation. If the characters were to encounter, it would probably be on a lonly road, meeting a strange man in a dark, plain travelers outfit who's hollow eyes make their skin crawl. Tasis is very old, 600 or 700 is a good bet, and has seen many things. Because of his great analytical skills and worldly expierence, he can see hwne a great event is about to happen, and thus has been at about every major occurance in the world in the past few hundread years. Because he has been all over the place, many, many people have met him, but most are too disturbed by him to recount their meeting him.

Modramix the Deamoneater

World-specific: No
Tweakable: Sort of
Alignment: Chaotic Evil
Concept: Betrayer
Evil style: Psychopath
Hierarchy style: Read below

Mordramix is an orcish barbarian, born to a tribe that lived near a volcano in the cold northern lands. Mordramix grew up at a time when the tribe was at odds with a group of salamanders that lived in the volcano. The tribes fought skirmishes, and Mordramix's tribe was slowly driven away from thier ancestral homeland by the strength of the Salamanders. In a desprate bid for their own survival, the tribe traded a few of thier members as slaves to the salamanders. Among these slaves was the very young Mordramix. The Salamenders saw his potential as a warrior, and he was spared from the labor in the salamander mines, where his mother and two brothers had been worked to death.

As Mordramix grew, he found that he had a strange talent, he could trap explanar beings inside of himself through sheer willpower. His first victims were low-ranking salamanders. As he devoured them, he found that he could harness thier power to make himself stronger, syphoning the being's strength until they died. Mordramix eventually evoured the cheiften of the salamanders, and used the power sucked fom the leader to slaughter the others. He left the volcano, journying out into the world. He found that he trap all sorts of explanar beings inside of himself, from Formain to Inevitables to Celestials to Elementals. In his travels, he found that the beings that best sated his hunger were deamons. Today he subsists almost entirely on deamons, and he needs to feed on them to survive.

Using Mordramix:
I would use the deamonic possession mechanic from the Ebberon Campaign setting for the deamon-eating concept, with the deamons lasting only as many days as they have hit dice before dying. A good hiik for the characters to meet him is a wizard's guild requesting their help to eradicate a terrifying warrior who is using all of thier summon monster, gate, and planar ally scrolls to summon deamons and eat them. He would look like a typical, wild orcish barbarian, but would have hints at his nature, like red, jewlike teeth, eyes that glow flashes of strange colors, and signes of typical demonis possession (though he is in total control of the beings within him).

And now a few BBEG mini-ideas:

A man driven to insanity by the ghost of his dead wife, who haunts him and drives him to kill all who were involved in her death, and one of those people is one of the PCs
An elven highlord who believes that the only way to solve the world's problems is to stop any change from ever occuring ever again.
A cleric who was once a kind servent of [name of lawful-good diety], who, after watching his own less-then-perfect morals fail, decides that the only way to destroy everything that goes against his god's rules, and he interprits them very, very strictly
An ice-loving magic user, who, in a bid to take back a throne long ago denied to him, has sent a glacier of enormous size huring down towards the kingdom that should have been his
A slumbering earth spirit, who's nightmares are causing a slew of earth-related problems in the surrounding countryside (mounds of rock becoming animate and attacking villages, the apperence of mile-wide sinkholes, ect)
Hochi-min trail

02-11-06, 01:57 PM
Ok, i don't have stats, because it's still early in the campaing and i'm not sure how the players are going to mee with her and if they'll fight her at all, but i have a very clear idea of her.

Clearity
World specifi: kinda.
Adaptability: some trouble with that.
Allignment: Well, sorta LG.
Purpose: The greater god kind of thing.
Style: Greater Boss.

Cleariy, also known as The Saint, is a divine entity. She has a very uinque belief on the creation of the world, that only some know about these theories and ohw true they are. She believes the multiverse was created by three identical beings. However, they lacked the ability to create life. While accusing eachother, they fought, until they destroyed eachother. Life was created from their life energy. However, this is common knowledge. What she believes that not many others do is that one did not die. His name his Worf. Worf is supposed to be an ancient entity with powers of unstoppable force. She herself cannot imagine that power that he has, nor his intentions, and thus has no idea what she is doing.

Clearity was once a human. After numerous good deeds she became a saint. After her death, she achived godhood. Clearity learned and learned, traveled the universe with her new powers until she came to the conclusion that Worf has survived, and not all - She his a direct accendant of him. Clearit believes Worf has the ability to change the multiverse into Utopia. She believes with his help she can rid the multiverse of devils, demons and night beasts. She can beat the vampire lords and restore the underdark to the beautiful place it once was. She believes she can bring the destruction of the negative energy plane, and thus the annhilation of all undead.

However, Clearity does not know of the consequences of her actions. Her Utopia, will bring the end of the multiverse as you, and she, and Worf, know it. Her Utopia will destroy the balance, flood the multiverse with destructive possitive energy and eliminate all life.

Clearity has a small cult of a few thousand worshipers around the human empires. Her cult is considered illegal after not being accepted as a true god, and thus all who publicly practice her belief and who try to bring more followers are executed.
VirgilCaine

02-11-06, 04:23 PM
He's the most evil BBEG I've ever made, and he's the primary force behind my most powerful character (That being Morganth Stormcrow). I dare anyone to come up with someone even more evil than a psychopath intent on destroying every inhabitant of every plane, turning his 8 yr-old daughter into the Tarrasque and being feared absolutely by the rulers of Baator itself!

My friend Russell comes up with more evil things than that before breakfast. Every day.
Korethr

02-11-06, 08:37 PM
This idea for a BBEG occurred to me just the other day. Essentially he is more or less a rip off a character from the short story "The Best" found in the book Dragons of Kyrnn, though I like to think taken a bit further. The concept is still forming, so what I post here won't be complete and probably has some big holes in it, but feel free to take the idea and tweak it to your own ends. The name I grabbed from the first link that came up in a google search, feel free to pick another if you don't like this one.

Abrasax

World Specific: No
Alignment: Chaotic Evil
Concept Style: Scheming dragon in disguise
Evil Style: Scheming Liar/Psychopath/(Tyrant?)
Hierarchy Style: Hidden Boss/

Abrasax is a red dragon (though I wonder if a green dragon might better fill the role). He considers red dragons to be pinnacle of all dragonkind (which are naturally, the pinnacle of all life forms), and himself to be the pinnacle of all red dragons, the rest of the wolrd just doesn't know it yet. But it will -- in due time.

Abrasax has many enemies and rivals. Though there several that he fears and knows better than to triffle with directly, there is not a single being in the world whom he respects or trusts. He considers anyone weaker than himself to be a tool, pawn, slave, or pest that has no greater purpose than to serve him (willingly, unwillingly, wittingly, unwittingly - it matters little) exterminated, or sometimes even snacked upon. Anyone stronger, wiser, more influential, etc. is someone to disposed of, the sooner the better. Though he supposedly pays homage to Tiamat like all evil dragons do, in actuality he considers her to be his ultimate rival. Honestly, she's been around for too long and has gotten stale, who better to replace her than himself? Abrasax is very patient however, and realizes such an ascension is still several centuries left to come.

Abrasax has only a handful of minions, however each one is very powerful and very inffluential. They chiefly serve him by manipulating social/political/economic situations to form the ideal conditions in which Abrasax can execute his various schemes and plots. Seldom do his allies know quite what exactly these schemes are, or what his Plan is, and Abrasax like to keep it that way. In fact, only two of his minions know (or even suspect for that matter) that they work for Abrasax, the others believe they act entirely on their own.

Currently, Abrasax is engaged in what he considers to be one of his most clever schemes to date (though not the MOST clever, that one time with that gold dragon, that band of paladins, that bizzare gnome contraption, and those halflings...pure genius). Roughly 50 years back Abrasax faked his own death. Rumors that his hoard remained hidden and unpillaged (which is entirely true) attracted countless adventurers, all according to plan. Abrasax uses these rumors to form tests for adventuring parties, to determine if they are strong enough to serve for his purposes. Often these tests take the form of supposedly questing for his lair and raiding it in search of his lost hoard. Most fail to survive the tests, tending to die horrible and gruesome deaths, which Abrasax considers a fitting way to dispose of meddlesome adventurers who might spell trouble in the future.

Abrasax very seldom does or oversees something directly; he perfers to work by proxy. However, due the criticality of his current scheme, he is overseeing its execution personally. The adventurers (they make for such perfect unwitting, disposable minions) who survive his tests will soon find their party joined by a traveling dragonslayer. The essence of his scheme is thus: by spending time in (pathetic) humanoid form (as revolting as it may be) and posing as a dragonslayer and joining the adventuring parties that survive his tests, he enlists the best adventurers available in quests to slay enemies and rivals (good and evil dragons alike). Once a party becomes too powerful and/or too well known as reliable dragonslayers, Abrasax will find some way to dispose of them. Usually this involves an attempt to slay an enemy or rival going horribly wrong (by design, of course) resulting in them all getting slaughtered. This not only disposes of potential future enemies, but also allows him to fake the death of his current identity before it becomes too well known.

In the time he has spent in this routine, he has disposed of a great many of his enemies, but there are still several more to dispose of yet. Having currently assumed a new identity after disposing of his old one, his old party, and a particularly troublesome silver dragon all in the same encounter, he is in search of a new party to test and (hopefully) enlist in slaying his next batch of enemies. Abrasax's current guise is that of a an elf (disgusting creatures, elves) who favors the composite longbow.

I've not come up with any stats yet, partially I wouldn't know what I was doing if I did, and also because I'm not sure what would be appropriate stats would be. I'd think there would have to be stats for his natural dragon form, and then stats for his current guise.
SOPI

02-11-06, 09:16 PM
Jumping Jack, the Man from Beyond

World Specific: No
Alignment: NE
Concept: Bizzare Guy: Insane Jesteresque Reality Shaper
Type of Evil: Psychopath
Hierarchy Style: Standalone

I can't post Jack's stats, due to my group members being on the boards. Sorry.

I can't even explain why he is known as Jumping or the Man from Beyond.

However, I will be able to tell you later.

Srry bt th wt ncs y wntd t gt hs stts.
DaMullet

02-11-06, 09:42 PM
World-specific: No
Alignment: Lawful Evil
Concept style: Utterdark
Evil style: Sophisticate
Hierarchy style: One among equals

Panmorn Greensleeves, 10th level Wizard (Conjurer- Necromancy & Enchantment prohibited) Medium Humanoid, Lawful Evil
Base Speed: 30 ft.
HD: 9d4+4 (30 hp)
Initiative: +3
Armor Class: 13 (Flat-footed: 10, Touch: 13)
Str: 14 Dex: 16 Con: 10 Int: 18 Wis: 12 Cha: 8
Base attack bonus: +5
Saves
Fort: +3
Ref: +3
Will: +7
Attack: +7 melee Quarterstaff (1d6+2) or +5 ranged Light Crossbow (1d8, 19-20/x2)
Full Attack: +5/+0 melee (Quarterstaff, 1d6+2/1d6+2) or +5 ranged (Light Crossbow 1d8, 19-20/x2)
Skills- Spellcraft [Int] (+19 (13+4+2)), Concentration [Con] (+13), Knowledge (arcana) [Int] (+17 (13+4)), Decipher Script [Int] (+17 (13+4)), Hide (cc) [Dex] (+6), Move Silently (cc) [Dex] (+6)
Feats- Craft Rod, Maximize Spell, Eschew Materials, Magical Aptitude, Two Weapon Fighting, Scribe Scroll
Abilities- Summon Familiar
Elven Traits: +2 Dex, -2 Con (already figured into above); immune to magical sleep effects; +2 bonus to Will saves vs. Enchantments or spells; Low Light Vision: Elves can see twice as far as humans in unfavorable lighting; Proficient with Longsword, Longbow, Shortbow, and Rapier; +2 bonus on Listen, Spot, and Search checks; Elves passing within 5 feet of a secret door may search as though actively looking for it.
Languages: Common, Elven, Draconic, Sylvan, Goblin, Orc.
Spells Known: 0 lvl- all (except Necromancy & Enchantment) 1st lvl- 11 (Summon Monster I, Color Spray, Magic Missile, Silent Image, Mage Armor, Enlarge Person, Reduce Person, Identify, Mount, Alarm, Shield); 2nd lvl- 6 (Glitterdust, Summon Monster II, See Invisibility, Melf’s Acid Arrow, Invisibility, Bull’s Strength); 3rd lvl- 6 (Fireball, Summon Monster III, Sepia Snake Sigil, Displacement, Invisibility Sphere, Keen Edge); 4th lvl- 3 (Dimension Door, Summon Monster IV, Wall of Fire); 5th lvl- 3 (Summon Monster V, Baleful Plymorph, Teleport)
Spells Per Day: 0 lvl- 5; 1st lvl- 5; 2nd lvl- 5; 3rd lvl- 4; 4th lvl- 4; 5th lvl- 3 (+1 Conjuration spell)


Panmorn is the spawn of the unholy union between a High Elf and a Drow.
He is ashen skinned, like a Drow.

He has two sisters, Marlamin and Sealamin, who have identical stats.
However, Marlamin is an enchantress, with prohibited schools of Necromancy and Conjuration. She is fair skinned like her mother.
Sealamin is albino, but she has four arms, like her father. Sealamin is a Necromancer, prohibited from Conjuration and Enchantment.

I leave it you whoever wants to use them to fill the spellbooks, and you can feel free to alter Panmorn's.

They only appear together, and use each other's skills to counter each other's weaknesses. For example, Panmorn is the only Conjurer. Therefore, his sisters rely on him to get them out of a bad spot using Dimension Door or Teleport is necessary.
Sealamin is the only Necromancer, so she is relied on to supply undead minions to guard the fortress.

As I said, feel free to use any one of them (although it's recommended to use all three) at any point.
Karn Dragonsbane

02-14-06, 09:56 AM
I thought the thread had died...
Thanks everyone...
;)
Lord_Canius

02-18-06, 01:29 AM
BBEG's huh?

Sounds like you need to meet mine...

World-specific: No
Alignment: True Neutral
Concept style: Utterdark, Chosen
Evil style: Sophisticate, Higher purpose, Carefree
Hierarchy style: Obscure Boss

Vumaux the Undeniable

Vumaux was born Jhoran Farseeker, in a small, unheard of village. He was a small child, weak and spindily, and was made fun of by everyone. As he grew older, he was discriminated against because of his physical weakness. So he set out to prove the world wrong. Leaving town at 17, he traveled far and wide, gaining fame as a renowned storyteller. Eventualy, he found a group of adventurers, and instead of learning new stories, he began to help spin them himself. The period of his life was the best he had ever known.

But it was not to last.

He feel in love with the paladin Nyra, and they began to court. Eventually they got married, and they had two children. However, during his adventuring days, both he and Nyra had made quite a few enemies. One night, when the children were around four or five, a team of elite assasins slaughtered the children and Nyra, desicrating their bodies and placing a spell on thier souls, never allowing them to be revived.

Jhoran snapped, and became a recluse for many years, studying tome of forbiden knowledge in the hopes that it would save his children and his love. In his insanity, he made pacts with dark gods, demons, devils, anyone who would grant him power. And the power he gained gradually drove him to insanity.

In a frantic search of a forgoten temple, Jhoran made an amazing discovery. He found a way to bring his children and wife back to life. What he found was a spell, a ardueos ritual granting one supreme powers. However, the faded tome was missing some words. Once Jhoran completed the spell, he gained the power he seeked, but at a cost. He no longer remembered anything about his old life. His goal forgoten, he wandered the earth untill one of the demons of whom he had made a contract with came to enforce it. He stoutedly denied having ever seen the demon before, and much to his surprise, the demon simply ceased to exist. At this point, he regained his memory, but his fragile sanity gone, he no longer cared to resurect his family.
He gave himself a new name, and when he did, the eternities echoed with the sound, and quaked in terror.

Vumaux the Undeniable.

If I find the time to draw up some stats for him, I'll repost them here for you guys. If you decide to incorporate Vumaux, the only way to kill him is to somehow manage to make him say something that contradicts his existance, as his power to void reality makes him invulnerable to all other forms of attack. He has very little real attack power though, his only real ability is the fact that he cant die unless he says he can.
Karn Dragonsbane

02-21-06, 08:28 AM
Supreme powers...?
Hmm... That must be a tiny homebrew yours. I mean, the possibility to gain the power to do anything with a word, and more with a typo...
What happens if you just throw him into a pool of contained star plasma?
Karn Dragonsbane

02-25-06, 10:36 AM
:bump:
Karn Dragonsbane

04-08-06, 09:24 AM
:bump: -3t
obrysii

04-08-06, 09:39 AM
Tadasi (http://boards.wizards.com/showthread.php?t=396861) is my ultimate BBEG.
Karn Dragonsbane

04-08-06, 09:55 AM
Ungodly and FREAKING...
YOU????
I remember you. I have posts as Yan-C-Bin.
Hmmm... Nevermind about the dragon type, now. I mean, being such a munchkin IS also a way to become more evil. Even if that means a munchkin BBEG.

I think my criticizing might be murdering this thread, though.

AND, donīt be proud of uberness. All I have to do is take that thing, add 10 HD, throw it at itself, and itīll get pwned in its full glory.
Not to mention, if you wish for a true playtest, ask the whole story. Not how long does it take. Four L20 against a lone L20 killing him before his turn means the loner is idiotic. Do you know a good playtesting exercise? Write his "AI". What does he do every turn, I mean.

Besides, want someone who can murder Tadasi? Easy. Give me a 5th level wizard, a Xixecal, a wish scroll, and die. Or better, just the Xixecal and a ring of three wishes. With one wish left.
Karn Dragonsbane

04-22-06, 09:49 AM
No... My precious... I killed you... LIVE!!! BUMP!!! I promise not to hit you anymore...
Ryusage

04-22-06, 03:13 PM
It's still in construction but...

Malifestro is a CE sorcerer who totally insane... and spoiled. If he doesn't get his way or if something doesn't quite work out the way he wants, someone gets roasted by a fireball.

He has a deep hatred for elves, because he is jealous of their easy-going personalities while he can't help freaking out at everything. His plan is too:

1) Build a fortress somewhere no one will find him (he already has many goblinoids helping him under the promise of treasure).
2) Capture several human cities and defend them
3) Use these cities as places to hold his armies as to attack (or simply burn down) the elven forests and cities.
4) Take an important elven individual hostage and demand 200 elven slaves as ransom.

Still working on the rest... but I think it will work especially since all of the PCs IMC are either elves or humans. :D
Karn Dragonsbane

05-14-06, 04:14 PM
:bump:
Karn Dragonsbane

06-30-06, 09:40 AM
No!
DONīT LET IT END LIKE THIS...!!
Sergikins

06-30-06, 10:02 AM
I've been seeing mostly BBEGS 15th level and higher. how about someone here trying a level 6 BBEG? Could be a challange :P
Karn Dragonsbane

07-01-06, 09:50 AM
Itīs not that easy, Iīm afraid. The lower the level, the more you have to work with the concept and other things. You see? Level actually compensates for lack of concept. (almost) everyone here does it (except for Duke Elusis Celestri, whom I fully believe to trump everything else here together without the requirement for massive level).
BeefotronX

07-02-06, 12:01 PM
Lord Rigen Alkurien
World Specific: Yes, but adaptable
Alignment: LE
Motive: Higher purpose/megalomania
Evil Style: Charismatic tyrant

Rigen was born into a minor noble house in Gansdor before the war started, and fought in the first war as a knight under the king. During the war, his captain attempted to force support from the nomads of the Sarakan Desert, and met a rebellion that cost the captain's life along with those of half his men. Rigen found himself leading the company, and organizing some clever strategies he quelled the rebellion, and earned a lasting grudge with the desert druids. When the war ended he settled down and became the commander of Ras Khatara's garrison, and was prepared to spend the rest of his life in relative comfort. This changed with the assassination of the king and the second civil war. This time, there seemed to be dozens of factions rising and collapsing like bubbles in boiling water. For years, Rigen continued to stick to defending his city, until it was clear that the bloodshed wasn't ending. Disillusioned, Rigen led an army out to force a peace with his neighbors. However, he found that his victories weren't satisfying enough, and soon ended up conquering half the country before meeting enough resistance to slow him down. While many of the commoners see Rigen as a hero, a few survivors in isolated areas speak of horrible atrocities against those who attempted to resist Rigen. Currently, Rigen is frustrated by a loose union of rival factions in the other half of the country, who seem to have pooled enough funds together to hire several bands of notorious mercenaries. Unfortunately, their situation is likely to worsen drastically, as their leaders are fast running out of money.

Stats
CR 22
Male human (giant) fighter 20
LE Medium humanoid (augmented)
Init +7; Senses Spot +0, Listen +0
____________________
Languages: Gansdorian, Yuinarian, Harkesian (If these languages are unavailable, replace with Common, Goblin, and Dwarven)
AC 36, touch 18, flat-footed 33;
hp 223 (20 HD);
Fire resist 30, cold resist 30, electricity resist 30
Fort +21 Ref +14, Will +11
____________________
Spd 20 ft. (4 squares)
Atk falchion +39/+34/+29/+24 (2d6+27 slashing, 15-20/x2, vorpal, shocking burst) or
ranged short glaive +24 (3d8+1 piercing, x3, range 40')
Base Atk +20; Grp +40
Atk Options Power Attack, Whirlwind Attack, Combat Expertise, Improved Sunder
Combat Gear 4 potions of cure serious wounds (cure 3d8+10 hp each), major ring of spell storing with fireball x1, lightning bolt x1, expeditious retreat x2 and enlarge person x2, save DC 20+level

____________________
Abilities Str 34, Dex 16, Con 18, Int 14, Wis 11, Cha 16

Feats [11 fighter, 8 regular, 4 extra (from house rule allowing feats to be researched similarly to spells)]Weapon focus: falchion, Weapon spec: falchion, Greater weapon focus: falchion, Greater weapon spec: falchion, Power Attack, Cleave, Great Cleave, Improved Sunder, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Weapon prof: Short glaive, Point Blank Shot, Far Shot, Improved crit: falchion, Quick draw, Endurance, Diehard, Improved Initiative, Improved unarmed strike, Improved grapple

Skills Diplomacy +14, Intimidate +26, Jump +35, Ride +26, Swim +14, Tumble +11 (armor check penalty not applied)
Possessions combat gear plus Snowfire, +5 mithral full plate of greater cold and fire resistance; Stormclaw, +3 Large keen vorpal shocking burst falchion, +1 dimensional short glaive, ring of major electricity resistance, ring of protection +5(not worn until he exhausts his ring of spell storing), amulet of natural armor +5, 25 pp and 10 gp, and key to personal vault in his castle which contains 24,000 gp in gold and platinum bars

____________________
Stormclaw, +3 Large keen vorpal shocking burst falchion (minor artifact?)
The cutting edge of this falchion is evocative of a lightning bolt, having a somewhat odd zig-zag shape, brought out by the black finish on the flat of the blade. This weapon has the additional ability to summon a thunderstorm whenever it is left unsheathed for longer than 10 minutes.

Weapon: Short glaive
Exotic melee weapon: 1d10 slashing (1d8 Small 2d8 Large), crit x3, range 20'
This is simply a glaive that has been shortened and balanced for close range combat and throwing. It lacks the reach of the polearm.

Magic weapon ability: Dimensional (Melee weapons, thrown weapons, or ammunition)
A weapon with this ability weighs the same as normal, but when swung it seems to have the inertia of an object twice its size. The weapon deals damage as if it were one size category larger.
Moderate conjuration; CL 13th; Craft Magic Arms and Armor, plane shift; Price +1 bonus

Giant human subtype
Sometimes, humans are born naturally huge. A giant human has an ECL of +1 and gains the Powerful Build characteristic and +2 to Str and Con, and -2 to Dex.
Karn Dragonsbane

07-22-06, 09:20 AM
Cool... AKA Bump...
ArchmagusXar

07-22-06, 02:21 PM
I've been seeing mostly BBEGS 15th level and higher. how about someone here trying a level 6 BBEG? Could be a challange :P

Not so hard as you may think. A 6th-level Aristocrat that's wealthier than the gods can be a very large thorn in the sides of the PCs. Sure, he wouldn't stand a chance in open combat, but this would be the kind of villain that would avoid such situations at all costs. Being able to bribe the local authorities, hire strong mercenaries, and knowing enough about intrigue to turn an entire city against the party could pose very big problems. An opponent that has his hands in literally everything about a city or even kingdom can be much more threatening than Bignsmashnburnnhurt the Avatar of Tiamat Lich Great Red Wyrm Half-Troll or whatever.
Delfedd

07-22-06, 04:12 PM
This is a bit embarrasing... I actually PLAYED this guy.

Adrian "Roots" Long
World-specific: No
Alignment: Neutral (possibly neutral Evil by the end)
Concept: Unwilling to die
Evil Style: Wants to help the world
Heirarchy: Overlord

Epic Druid

Roots grew up in a northern village. He was raised by the Skald, and taught the legends of the druids. Adrian wished to be a druid so much, that he ran away into the depths of the forest for an entire year. While he was there, he made a home inside a tree and lived there for much of the time. However, before the thaw began, a flight of white dragons met a flight of Silvered. The battle lasted for quite a while, over seven hours. The entire village was destroyed, but the trees remained.

Adrian took his wilderness knowledge south, to search the great libraries for information on plants. On the way there, he discovered that he could meditate on natures power and gain magic. When he finally reached the Library, he was not allowed in, due to his clothes and outlander accent. He met a party of adventurers, searching for someone who could heal them. Adrian, who had forsaken his eptherial animal skins for a cloak of plant life, (living plants that is, not dead leaves) offered to help. He quickly gained the nickname Roots.

Roots traveled through the world with his friends, searching for a way to become like the trees that would live forever in some form. He discovered an ancient spell in a grove of treants that would turn him into a plant... and eventually make him become a treant. Greatful for the adventurers Having saved their forest from a red dragon, the Treants agreed to let Roots learn the spell. He immediately cast it upon himself.

Roots began learning techniques to gain more plant allies. He found he was able to channel the power of nature into plants and control their being... not forcing them to do anything, but making them his friends and allies. However, when Roots tried to cast his spell upon the female elf in the party, to make her his "little flower," the party cast him out. Roots wandered the world, angry. He cast his spells on the leaders of nations, then controlled them. Soon he had the power of ten nations behind him. He invaded the territory of the orcs ("Kill the Oakburners!"), and took over the elven nation. He manipulated the trees to create a wooden fortress. At this point, Roots had grown to over ten feet tall, and could tear at stone and metal with increasing effecency. He was surprised though, when his former compatriots came and dueled him. Roots destroyed three of them, but was struck by a killing blow by the Elf.


(When Roots left the party, I made a new character, but I worked with the DM to control Roots' actions. I also got to play him in the final battle. Mucho fun.)
GingerbreadMan

07-22-06, 10:55 PM
still in the works, as im building off these guys as the campaign I'm running progresses, but here it is so far:


Lockreed
World Specific: No
Alignment: Lawful Evil
Motive: Belief that he has been chosen by *insert god of lightning here* (Talos in my campaign) to convert the world to his religeon

Overlord

Human, Cleric 4/ Stormlord 10

The stormlord class is amazingly BA. if you havn't ever looked at it, take the time to do so. Its well worth your time

Feats: all reqs for stormlord, plus born of the three thunders for a free stun on lightning spells, anything else is gravy

Equipment: Greater Lightning Javelins, cool looking electric robes,

Lockreed chose the path of the church early on in life with a near-death experience. While studing religeon, he felt the touch of *lightning god* and began on a sad, downward spiral of morality. He began recruiting followers to aid him on his "Great Cleansing" and as he gained more followers so he grew in power.

Lockreed believed he felt the call of *lightning God* telling him to create a new world utopia during a series of visions and dreams over a period of nearly a year. This god of lightning is an up-and-coming God in the great scheme of a multi-god world and is striving at become a greater god.

Lockreed at this point (lvl 14) has created a great city of stone in the center of a large plain that has thunderstorms 90% of the time. The city has a population of a medium sized city equivilant in whatever campaign it exists in.

Towering pillars of stone extend upward, with great copper spears at their tops which attract thunderbolts and use the electricity to light the cities great network of tesla coil like structures. Lightning jumps from these copper coils that hang above the city streets in a pulsing rhythm that illuminates the city and the plains around it for miles with a blue tint.

Should the PCs leave Lockreed alone until epic levels, Lockreed's City

Wherever he travels great thunderclaps grow above him, and he flies amongst the lightning storms like a ghost or simply walks through a seemingly permanent fog tantalizing possible recruits by striking himself with lightning and walking off unaffected.

He fights his opponents by throwing down lightning javelins that are enchanted by his divine lord (stormlord class benefits) and casting lightning spells.

Klein Veltshow
World Specific: Any world that Lockreed exists in
Motive: Place at Lockreed's side both in the afterlife and in their utopia

Lockreed's second in Command, Klein Veltshow is a sneaky intelligence gatherering thief who searches out Lockreed's possible enemies to find their weaknesses. At the same time he looks for large gatherings of people who would be easily susceptible to conversion. He is the general of Lockreed's Utopian Army, which grows in strength as they gain followers



Other higher up followers of Lockreeds include Boyle and Remille, an inseperable duo who carry out many of Lockreed's death or assasination orders. The two fight together with frieghtening efficiency, as if being mentally connected.

Boyle is a Monk/Kensai who wields a dual-bladed sword and attacks his enemies in a flurry of slashes (Feat: Dual steel strike, allows dual-bladed swords to be used with flurry)

Remille is a Swashbuckler/dervish who dances through combat slicing anyone who gets too close to pieces.

Lockreed travels with his most trusted body-guard, Makaan. Often, when not sent out on order of Lockreed, Boyle and Remille aren't far behind.
Makaan is an intelligent Barbarian (very hard to find these days it seems) who wields an oversized great hammer that sparkles with electricity (think Thor's Hammer)

*ADD*
Ill post updated exact stats for the group when I finally take the time to go get my DM materials out of my car

And for those looking for lower level BBEG's,
Lockreed at cler4/Stormlord2 is just beginning his quest for followers, having just picked up Klein and Makaan who all are at lvl 5

THe trio has just started their utopian city, which consists of a few buildings with a small double digit population
Rewind

07-23-06, 01:05 AM
Here's one of mine. She's the first above-15th level BBEG i've come up with for my homebrew campaign. Keep in mind, i've designed the campaign for the PCs to start at 9th level. So, by the time they reach the location of this BBEG, they should be able to do something to her.

Name: Anabada ('The Malicious One')
World Specific: Yes, but could possibly be modified.
Alignment: Neutral Evil, though occasionally Chaotic Evil

Motive: Hard to define. Most often, she wants to make everything on the world tainted, like her, but sometimes she just wants playthings.

Race: Half-Fiend Pixie
Levels: Druid 10/Blighter 9/Beguiler 5/Fiend 1
Hierarchy: She works alone, but has control over a large number of animals and vegetation.

Description: Anabada was the product of a Fiend (what type is unknown) and a pixie princess in a far away land. The community, despite her heritage, could not bear to allow her evil traits to influence the community. So, as a child, she was set adrift at sea, never to return. Eventually, through some stroke of possibly infernal luck, she arrived on an island whose names had been forgotten. She was raised by a kindly elf, who taught her the ways of the Druid. She seemed happy, for a time, and her wings were then more like those of a proud pteradon, gleaming in the sunshine. That was, until her adoptive mother succumbed to a fatal disease. Anabada was forever upset by this, and she sought to destroy the nature that had killed her only real parent. She turned to the dark side of nature, and of magic, seeking someway to conquer the nature she was surrounded by. Her intense devotion to this cause soon turned her mad, as she sought to gain control of natural thing, making sure that nothing happened without her knowledge. After several centuries, her influence spread beyond her late mother's grove, out to include the entire island. Her influence has irrevocably warped the natural vegetation and animals, and producing several new demonic plant monsters. She has also subjugated the island's population of Drow and Gnolls, who follow her commands not out of respect, payment, or worship, but out of fear. Several attempts to combat her domination over the island have been attempted by the planet's numerous other cultures, but none have succeeded. Anabada has set up all of the island's vegetation as a limited sensory organ, and is in constant limited telepathic link with all sentient vegetation on the island.


Sorry for the long description, but I like to include a good amount of storytelling in my campaign. The main theme of the campaign is the contrast between technology/magic and the natural world.

Oh yes, she also likes to make her closest animal friends into woodlings - her animal companion (from the Druid class) is a Woodling Megaraptor.
centalian

07-23-06, 05:01 AM
I'm not a DM, but there's been a villain-type I've wanted to see for a long time now.

From the Misguided Fool archetype:

A fallen cleric/ur-priest of Ilmater (Forgotten Realms) who believes the only way to prevent suffering is to kill everyone. Kill them as painlessly as possible.

Maybe I'll get lucky and someone will like this, use it, then tell me all about it. :D