Maleficent (3.5e NPC)

Description
"Now shall you deal with me, O Prince, and all the powers of Hell!"

- Maleficent

''Maleficent’s draconic parentage is readily apparent from the horns on her head to her unhealthy pallor, and her love for corruption, betrayal and decay. She cruelly manipulates those around her. She covets power in all its forms. Maleficent speaks Abyssal, Common, Draconic, Infernal and Undercommon.''

Maleficent also possesses a range of magical powers and artifacts, which allow her to do such things as use the crystal ball on her staff to taunt Prince Philip with images of a bleak future. She also casts spells, such as inflicting Aurora with a curse of death (weakened to a curse of sleep by the good fairy, Merryweather), creating thunderstorms, sending frosts, projecting lightning, teleporting, and changing shapes. Some of Maleficent's forms in the film were that of a spinning wheel, a Will o' the wisp, and a dragon. Maleficent was often surrounded by eerie green flames; in the final battle she cries "Now shall you deal with me, O Prince, and all the powers of Hell!" implying that she had phenomenal powers of evil at her disposal, even providing viewers with a demonstration by subsequently transforming into a tremendous black-and-purple dragon. Her pet raven, Diablo, and her army of inept goblin henchmen carried out most of her orders for her.

Combat
Aging Well : Like other fairy godmothers, Maleficent gets no penalties for aging after middle age. Due to her evil nature, however, her skin has taken on an unhealthy green tone and she is rather gaunt.

Alter Self : As a fairy godmother, Maleficent gains the ability to alter self once per day. In addition, she may shrink or grow by two sizes. Maleficent is too vain to alter her true appearance in public. However, she has been known to disguise herself using this ability.

Bestow Baby’s Bane : Any baby whom an evil fairy godmother oversees is given prophecy that foretells a curse that will take place when the child turns 16. Some of these curses are so potent that they turn into family curses (such as turning into a frog) that can be passed down through the generations. Others can have fatal consequences. Unfortunately, the only person who can remove the curse is the fairy godmother who lay in the first place. Such enchantments can be mitigated by higher-ranking fairy godmothers who will earn the enmity of the first.

Breath Weapon : Maleficent has a breath weapon, a 60-foot line of putrid venom, once per day, which does 1d6 points of Constitution damage on a failed Fortitude Save (DC 16)

Familiar: Diablo the Raven gives Maleficent +3 on appraise. Diablo speaks Infernal. He has 27 hit points, Int of 13, a natural armor adjustment of +8 and a spell resistance as a 20th level caster.


 * ** Alertness : While her familiar is within arm’s reach, Maleficent gains the Alertness feat. She gains +2 bonus to Spot and Listen skills.


 * Improved Evasion : When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.


 * Share Spells: Maleficent may have any spell (but not any spell-like ability) she casts on herself also affect her familiar. Diablo must be within 5 feet at the time of casting to receive the benefit.


 * If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, Maleficent may cast a spell with a target of "You" on Diablo (as a touch range spell) instead of on herself.


 * Maleficent and her familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).


 * Empathic Link : Maleficent has an empathic link with her familiar out to a distance of up to 1 mile. She cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.


 * Because of this empathic link, Maleficent has the same connection to an item or place that her familiar does.


 * Deliver Touch Spells : Diablo can deliver touch spells for her. If Maleficent and her familiar are in contact at the time Maleficent casts a touch spell, she can designate Diablo as the "toucher." Diablo can then deliver the touch spell just as Maleficent could. As usual, if Maleficent casts another spell before the touch is delivered, the touch spell dissipates.


 * Speak with Master : Diablo and Maleficent can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.


 * Speak with Animals of Its Kind : Diablo can communicate with animals of approximately the same kind as itself (including dire varieties): Such communication is limited by the intelligence of the conversing creatures. Diablo can speak with normal and dire avians (sparrows to eagles).


 * Spell Resistance : Maleficent’s familiar gains spell resistance equal to her level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.


 * Scry on Familiar : Maleficent may scry on her familiar (as if casting the scrying spell) once per day.

Flight : Due to her background as a fairy godmother, Maleficent has gained the ability to fly. Small black draconic wings matching her cloak appear at her back when she uses this ability.

Retributive Curse : Maleficent has learned to channel her pain and anger into terrible retributive magic; many foes who succeed in wounding her find themselves wishing that they could take back the blow. On any round in which she is injured (taking a hit point or ability damage) Maleficent may curse on of her opponents who injured her as a free action with either Sickness: Target is sickened for 1d4 rounds or Agony: Target is crippled by agonizing pain (treat as nauseated) for 1d4 rounds.

Spell-like Abilities : At Will—deathwatch, 3/day—suggestion.

Spells Known: 0 level: Acid Splash, Arcane Mark, Detect Poison, Detect Magic, Daze, Magic Missile, Mending, Message, Open/Close; 1st level: Alarm, Cause Fear, Protection from Good, Shield, Identify; 2nd level: Command Undead, Levitate, Pyrotechnics, Darkness, Misdirection; 3rd level: Summon Monster III, Nondetection, Arcane Sight, Fireball, Dispel Magic; 4th level: Charm monster, Polymorph, Phantasmal Killer, Bestow Curse; 5th level: Baleful Polymorph, Dismissal, Planar Binding Lesser, Dominate Person; 6th level: Mislead, Create Undead, Chain Lightning; 7th level: Teleport Greater, Finger of Death

The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.

Vile Resistance : Maleficent receives a +4 bonus on saves versus death effects, enchantment spells, and spells and effects that deal negative energy damage. She is immune to disease and poison.

Designer Notes
Maleficent started with elite array (8, 10, 12, 13, 14, and 15), +4 points for level, she also began with 6 hit points at first level as an elite NPC. She gains the Alertness feat while in the presence of her familiar. She also gains +2 to her saves from her cloak of resistance +2. Maleficent gains the following skills from her familiar: +3 appraise.