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Old 02-03-2018, 02:49 PM   #17
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Summoned and Conjured Allies

25 Spectators – Summoned and used as guardians through Alzar’s home and key places in the Grand Duchy.

1 Page Guardian in spellbook with Dimensional Blade and Major Globe of Invulnerability and others to protect library.


Tazneer, Efreet

LE, 54 hp ,AC2, THACo 11; 3d8 damage;

Can use Invisible, gaseous form, enlarge, detect magic, wall of fire, polymorph self, create illusion, pyrotechnics, and produce flame all once/day and give wishes 3/day.

Tazneer is the youngest of the 80 efreet captured and imprisoned on the Doomgrinder for thousands of years. As part of agreeing to free the genies, Alzar gained the service of the weakest of them, with a Genie Contract spell. Tazeer is a powerful ally of Alzar’s, and can great wishes. Once he grants three wishes to Alzar, his contract will be over. Until then, Tazneer is one of the allies Alzar has available to him.


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 by this flying creature 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 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

Azzil is Alzar's familiar. 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



Hordling –

35 - 57 Hp
THACO 12
AC 2, 2, 1, and -1 respectively
2d6 per attack, 2 attacks

These lower planar creatures follow Alzar’s commands and are a powerful strike force of creatures. Only magic can harm them, sees at night, are not considered any of the main hitters either (demons, devils, daemons) so they can’t be harmed by magic that hits them. Alzar keeps them as an emergency strike force in a central room in Ith Khin’ax, an he has 20 of them.

Bearded Devil –

45 HP
THACo 13
2d6 +2 – 1 attack
AC 3

Bearded Devils are one of the shock troops of the devils, sometimes called the Ba’atezu. 30% magic resistance, they can go a little battle frenzy and get +2 attack and damage and -3 AC for a battle. They can command, affect normal fires, fear by touch, and produce flame. They can gate in others once/day with a 50% chance of success. Alzar has 20 of these shocks troops also in the same room as the Hordlings, and can open up a Worldwalk spell and bring them over. Otherwise they patrol the streets, and are an intelligent force.


Note that Alzar can ride aerially, and usually rides a griffin with the Mount spell or a Nightmare with the Call Nightmare spell.



Alzar’s Lycanthrope Secret Network –


Once a month, during the full moon, Alzar casts Summon Lycanthrope. Whichever creature summons will orient his response. If it’s something he can work with (wererats, werebears, etc) they are recruited to his secret police. Otherwise, they are slain as an enemy of the state. Good ones like werebears and wereravens are good for wilderness patrols in the local forests, and neutral ones like wereboars are fine too. And the lawful evil ones that can be set up like wererat are fine too. Others, like the chaotic evil werewolves and werefoxes are just too unpredictable to work with. They are taken out. Around 102 are currently in Alzar’s network, 7 Wereravens, 9 werebears, 15 wereboar, 14 wererats, 3 werebats, and one devil swine who is different than his kind usually is, currently. They are secret enforcers, spies, and police – patrolling outside of the normal networks and reporting to Alzar alone.


Others

30 Spectral Guard –

In his throne room, unknown to any, are 30 Spectral Guard spells. If Alzar says a passcode, all 30 come to life and will fight under his command for a few hours.


Pterodactyls (2) - AC7, HP 21, THACo 17, 2d4 damage/attack, 1 attack/round, get +4 when swoop down

Alzar brought two Pterodactyls from the Isle of Dread who wear Animal Control Collars and are a mated pair. They already have had children and those are growing quickly.


Simulacrum –

Alzar has a few Simulacrum of key people in his administration to play the role of a moving target and potential fake assassination and such.

Dactyl Magnon

Lawful Neutral
AC 7,
HD 3+3
THACo - 17
# of Attacks - 1
Damage: 2d4 with beak or by weapon

The Dactyl Magnon is a humanoid take on a pterodactyl His has the head and beak, wings, and basic body outline of a Dactyl, but with elongated arms, hands, and articulated legs and feet. It tends to have yellow eyes. Dactyls can fly, and are intelligent. They tend to be lawful neutral, live around 45-50 years. A Dactyl Magnon gets +2 DEX, -2 CON, +1 WIS, -1 INT if created as a character.

This race of intelligent humanoids was created by Alzar and lives around the central areas of the early Barony, as well as the Ljallenvals Mountains.


Nasnas –
LE
AC 6, THACO 17; HD 2 + 2
1 attack for weapons +5.

Half humanoids, fly, cause fear with whoops, only be hit by iron or magic, extremely loyal to master.

Alzar brought these over from Hamedh, and has around 30 or so in a cave system a few hundred miles away, growing and developing




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”, “Steadfast” 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 20, 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.

2x Glass Griffon:

AC 3, HD7, HP40, 3 attacks – 1d4x2, 2d6, THACo 13, N;

Command words to shrink, grow, give rider infra/ultra vision, turn to griffon, and return. Can be used 1/day to make a Griffon, with max hp, 4 hours/day, until slain, and then turns back to glass for a week, can be used to ride.


"Irontusk" Elephant, AC4, THACO 14, 50 HP, Deals 2d10 damage, made from Ivory Elephant Figurine, can be active for 2 hours/day.
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Last edited by Abe Sargent : 03-04-2018 at 09:50 PM.
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