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Old 10-18-2015, 11:37 PM   #419
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Pets in Pandius

Ak’Kabar Tabi

HD – 5; HP 26
THAC0 – 15; 2 Attacks, 1d4 each;
Intelligence – 9
Speaks – Own Language, Common Tongues
AL – Chaotic Neutral

Each hit by a claw must save vs poison or be deluded for 2d6 turns. Tabis can pick pockets, hide silently, and move in shadows with a 40% chance of success, and they can backstab when doing do. A tabi looks like a cross between a monkey, a bat, and a cat. They are about 15 pounds, and roughly 2 feet tall. After being bound I is extremely loyal, will do anything commanded, will be loyal for life, can go far outside the boundary normally had, and most importantly, the tabi is not a familiar. He can have a familiar, and if it dies nothing bad happens


Azzil, Imp

AC 2, HP 14, Save As: Level 7
THAC0 – 19; 1d4 + poison or die
Lawful Evil, INT Average
Flight class A, 18
25% Magic Resistance
Can only be hit by silver or magical items

Can polymorph at will into a raven or giant rat. Can turn invisible, detect good, magic, at will. Has infravision. Regenerate one hp/rnd. If within 1 mile, master gains infravision, regeneration and 25% magic resistance. User’s caster level increased by one. If not in 1 mile, caster level decreased by one. Immune to cold, fire, electricity. Can communicate telepathically with Alzar. Once/day can cast Suggestion. Now, if Azzil dies, Alzar is drained of two levels like an Energy Drain.

Azzil wants to be the leader of this relationship, and views Alzar as the tool and him as the master, but in reality, Azzil knows that it’s not nearly as powerful as Alzar can be. The devils allowed Alzar to take one of their Imps as a recognition of the work he’s done against demons.

Imps are the Ferrari of familiars. There is virtually no familiar that is as useful as an imp. Auto kills no matter the level with poison, they grant MR 25%, regen, and infravison and +1 caster level. They can invisible, polymorph, detect at will. They are the best and most agile of flyers. Now sure, Azzil is a bit independent, and will collect its own treasure and hide it away from bad guys. But it’s good.


Megala, Homunculus

Lawful Evil

HP: 10
THAC0: 19
AC: 6
Damage: 1d3+ sleep


Megala is Alzar’s Homunculus from before Vorthala died, and he had given Alzar much of the ingredients. Megala has no personality, and is merely an extension of Alzar. When he fights, his fangs force a save vs poison or put a person to sleep for 5d6 rounds. If he dies, Alzar will take 2d10 damage


Aegis –


AC – 2
HP - 70 (HD 14)
THAC0 – 7
1 attack for 3d8damage
Needs a +2 to hit with a weapon
Immune to most spells

Made of Onyx Stone, gives it a better AC and HP than a normal Stone Golem. Heals fully when a Transmute Mud to Rock spell is cast on it.


Coils, Iron Cobra

Neutral
AC: 0
HP: 8
THAC0: 20

Attacks: 1d3 + poison


The Cobra can be activated and deactivated by command words known by Alzar. When an Iron Cobra hits in combat, the target must make a save at -2 vs. poison or die. The Cobra only has three such charges, but can be refilled by Alzar using his Poison Use proficiency. It has all of the normal construct immunities (Cold, Poison, Disease, Sleep, Charm, Fear, etc).


Fangs, Necrophidus

Neutral
AC: 2
HP: 12
THAC0: 19
Attacks: 1d8 + paralyzation

Fangs appears like a skeleton of a giant snake, with a human fanged head at the top, and jewels in the eye sockets. It shares all of the normal immunities that constructs have. In combat, it bites with its fangs and those bitten must save vs. magic or be paralyzed for 1d4 turns, which gives the Necrophidus plenty of time to finish off the target if they can kill, paralyze or drive off other invaders. Due to its slinking nature, it can surprise an opponent 50% of the time.

The Necrophidus can perform a maneuver called the Dance of Death. It is a hypnotic, semi-magical swaying that rivets the attention of onlookers. All must save versus Magic or be hypnotized, and unable to move. Creatures that are hypnotized can be safely attacked by the Necrophidus and Iron Cobra.


Bronze Golem, Named Aleph:

Bronze Golem – AC 0, HD 20, HP 97, THAC0 – 3, 1 attack fist 3d10 damage +1d10 heat damage;

Deals 1d10 heat damage from its scaling hot “blood” inside the being. That fiery liquid spurts out when it takes damage to whoever hit it, or when it punches because it makes contact. Immune to heat, and requires a +2 magical weapon to hit.


“Kitty”, Amber Golem –

AC 6, HD – 10, HP – 50, THACO – 11, 3 attacks for 2d6, 2d6 and 2d10. Movement 18.

Looks like great amber lion, Detects Invisible, +2 weapon to hit, can follow a trail 12 hours cold, for every 12 hours more its -5% at tracking. Half damage from fire magic.

“Lance”, Silver Golem –

AC 0, HD – 12, HP – 65, THACO -9, 4 attacks for 1d8, 1d8, 1d8, 1d8. Movement 30.

Fastest known golem, has mercury in it. Always wins initiative, even against magic that would take it. +2 weapon to hit. Magic fire heals it, and causes it grow for a time (full damage from magical cold and it will shrink temporarily). Not affected by spells.


Android Bodyguard –

AC -1, HD 7, HP 40, THAC0 – 8, 1d8+4/1d8+4 attacks.

Programmed to use any human weapon, from missiles and physical weapons to the energy weapons on the ship. Immune to cold, and all of the normal construct immunities. Half damage from acid or fire. If hit with electrical attack, 1% chance per damage point dealt that it shuts down. As a guard android, has full stats = 18 dexterity, 18/90 strength, 18 constitution, can see 150% vision, hearing, and has infravision. Intelligent. It can self repair minor damage, major damage cannot be repaired save by returning to the ship and finding a way to do so.

The bodyguard shows him how to use the various items he didn’t know. One of the benefits of having this mobile attack platform is that he can use the best weapon for a battle without any disadvantages. For example, if they are fighting fire creatures, give the android a Frostbrand sword. Give it the vorpal yataghan normally, and maybe Wyrmcleaver or the +3 Flail of Disruption against undead and so forth. It punches twice or can use a weapon in each hand or a shield and a weapon and so forth. Plus it can use a weapon that might normally try to control the user or dominate it without any issues.



Allies

Bevidoro, Mimic who insists he is a “Magic Door”

AC7, HD8, HP 51, MV3, ThACo 13, 3d4 damage, uses glue-ish attack to stick to target or anything else. Immune to acid. Neutral

Bevidoro was starving and picked up in the Lost Shrine of Bundushataur and promised lots of food and a nice place back home. Bevidoro guards places in Alzar’s castle, and is fed by the staff daily to prevent it from accidentally eating someone. Bevidoro can shrink down the size of a large box and stick to someone mobile to relocate quickly. Since mimics have a bad reputation, Bevidoro insists that he is, in fact, just a hungry magic door, and not a mimic at all. He will never admit otherwise. Unless maybe food was involved.


Draconus - Level 20 Ghost/Mage. Lawful Good, touch ages 1d4x10 years. Sight ages 10 years. Can use Magic Jar constantly, and can be turned. Knows lots of magic spells, from Wish to Magic Missile, and everything in between. (Magic Missile, Charm, Pro Evil, Read, Detect, ESP, Forget, Scare, Web, Hold, Light bolt, Slow, Suggestion, Confusion, Fumble PMprhOther, Wall of Fire, Wall of Ice, Cone of Cold, Feeblemind, Hold, TK, Wall of Force, Geas, Domination, Globe of Invul, Legend Lore, Limited Wish, Power Word - Stun, Vanish, Mass Charm, Maze, Symbol, Bigby’s Crush H, Foresight, Wish).

Draconus was one of the leaders against the Lords of Chaos and fought in the final battle at the Shrine of Chaos in Thunderdelve Mountain, and like many of his companions, fell there. He was trapped in a ghost’s body in the Shrine, and uses a Wish to stay LG and retain his magic casting ability as well. He can’t rise in ability or learn new spells. After Alzar arrived and removed the chaotic taint from the area, the ghost, who had been trapped for 1300+ years, agreed to come back and be the guardian, warden, and primary user of the extensive library that Alzar has collected. Draconus is good to Alzar’s evil, so there’s only so far he’ll go to help out, but this certainly counts. Plus, as he has told Alzar, there is a time in the near future where Alzar is going to be the Champion of Law in a major cross-planar battle that he is totally unaware of right now.



Figurines of Wondrous Power:


“Zadaxx” Ebony Fly Figurine, A Giant Fly, AC – 4; HP – 25; THAC0 – 16; 1d6 damage in combat from ramming; Alzar can ride it. Can be used three times per week for 12 hours at a time. Flies very fast, and can be turned back to statuette at a word, and is the size of a pony, and can be used as a steed. If killed, reverts to statue form and that uses up its magic for that 12 hour period.




“Zandran” Serpentine Owl; Two uses, and you can switch back and forth between them for eight hours a day. 1 –A small owl, very sneaky AC7, 3 hp, THACO – 20, 1d2x2 damage – 95% silence, infravision, keen hearing, telepathy with owner; 2 – Giant Owl, AC6, 19 hp, THACO – 17, 2d4, 2d4, 1d8.


“Kithog,” Onyx Dog - AC 3, HP 22, THACO 16; 1d6, 1d6; LN, Can summon any number of times but not more than one hour/day total, takes one week to come back after he dies.


“Angral” Obsidian Steed - like Heavy War Horse, but can use Fly, Go Ethereal, Astral; turns to 8 hours per day, 3x/week.


“Balo” Full Sized Ferret, AC5, Thaco 30, 3 hp, deals 1d2 damage, infravision of 60 feet, move silently 100%; hide in shadows 95%, pick pockets 75%, very fast,can be used for up to 6 hours at a time for up to 3 times a week.
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