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Ianthe the Threefold Death (3.5e NPC)

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Author: Eiji-kun (talk)
Date Created: 10-7-13
Status: Complete
Editing: Clarity edits only please
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The following is built with pathfinder rules and classes in mind.


Ianthe the Threefold Death

CR 12

F Half-Orc Cleric 12
LE Medium Humanoid (Human, Orc)
Init/Senses +1/Darkvision 60 ft; Listen +26, Spot +26
Languages Common, Orc, Abyssal, Aklo, Celestial, Draconic, Infernal
AC 19 (+6 armor, +1 dex, +2 shield), touch 11, flat-footed 18
hp 120 (12d8+24 HD)
Immune Ability Damage, Ability Drain, Critical Hits, Energy Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Nonlethal, Paralysis, Poison, Sleep, Stunning, and any effect which requires a Fortitude save unless it also affects objects
Fort/Ref/Will +10/+2/+17
Speed 30 ft.
Melee Snake-Sword +10/+5 melee (1d8, 19-20/x2)
Ranged Mwk Light Crossbow +10/+5 melee (1d8, 19-20/x2)
Space/Reach 5 ft./5 ft.
Base Atk/Grp +9/+9
Special Actions Channel Negative Energy 6d6
Combat Gear Mwk Snake-Sword, Mwk Light Crossbow, Mwk Heavy Metal Shield, Mithral Breastplate, Lesser Metamagic Rod of Extend, Lesser Metamagic Rod of Reach, Wand of Cure Light Wounds (50 charges)
Abilities Str 11, Dex 12, Con 14, Int 12, Wis 24 (28), Cha 20
SQ Aura of Evil, Orc Ferocity, Spontaneous Casting
Feats EnduranceB, CorpsecrafterLM, Quick Draw, Somatic WeaponryCM, Nimble BonesLM, Graft FleshLM, Selective ChannelingPathfinder, Command UndeadPathfinder
Skills (ACP -2) Heal (7) +21, Knowledge Religion (12) +18, Linguistics (5) +11, Perception (12) +26, Spellcraft (12) +18
Possessions combat gear plus 1330 gp, Crown of the Undying Kingdom, Handy Haversack, Ioun Shade, Mwk Skill Tools (Knowledge Religion, Perception, Spellcraft), Periapt of Wisdom +4, Ring of the DarkhiddenMIC, 2x Tanglefoot Bags

Ianthe the Threefold Death is one of the head necromancers hailing from the lands of Vrajitor. She shuns the living, preferring to work with the dead and found comfort raising them as her job, and testing her handiwork in the field of battle. She considers herself a master tactician. She wears a heavy cloak over her armor to hide her hideous third arm, a graft she applied to herself which typically carries a metamagic rod or holds items. It sometimes seems to move with a mind of its own.


Combat TacticsEdit

Ianthe never fights on the front lines if she has to. She is always safely behind an endless army of undead and living soldiers, shouting orders and buffing allies and relying on fickle winds to protect her from ranged attacks. She targets enemy casters, and cleric specifically, above all else. However, she is full of hubris which sometimes leads to tactical mistakes if she thinks things are going her way.

She pre-buffs with magic vestment, one on her armor and one on her shield and greater magic weapon on her snake sword, giving her the following statistics:

  • AC 25, touch 11, flat 24.
  • +3 Snake-Sword +12/+7 melee (1d8+3, 19-20/x2)

If given further time to prepare she casts the short duration buffs entropic shield (if needed), shield of faith, aid, defending bone, freedom of movement, divine power, and any other relevent buffs for the combat. This brings her stats to the following:

  • 1d8+10 temporary hp (from aid) and/or 12 temporary hp (from divine power)
  • AC 29, touch 15, flat 28, 20% miss chance vs ranged attacks, DR 5/- up to 50 pts in damage, freedom of movement.
  • +3 Snake-Sword +17/+17/+12 melee (1d8+7, 19-20/x2)
  • +4 luck on Strength checks

She is not beyond sacrificing allies who have been weakened to fuel deadly juggernaut before striding into battle. With the ioun shade and the ring of the darkhidden, she is invisible to darkvision and has a 20% miss chance at all times, or 50% in absolute darkness. She uses sanctuary if supporting instead of attacking directly or defending herself.

Due to her crown, defeating her is only half the battle as then you must defeat her ghost and avoid becoming possessed by her malign spirit.

DetailsEdit

CMB/CMD: +9/20

Aura of Evil (Ex): The power of an cleric's aura of evil (see the detect evil spell) is equal to her cleric level.

Channel Energy (Su): 8/day. A 30 ft radius burst of 6d6 negative energy as a standard action, Will save for half DC 21.

Orc Ferocity (Ex): Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Spells: CL 12th, DC 19 + spell level. The following are the default spells typically prepared.

0th- create water, detect magic, guidance, stabilizePathfinder.
1st- bless, command, entropic shield, murderous commandPathfinder, obscuring mist, sanctuary, shield of faith. Domain spell- charm person.
2nd- defending bonePathfinder, Desecrate, gracePathfinder, silence, sound burst, spiritual weapon. Domain spell- aid.
3rd- bestow curse, communal resist energyPathfinder, deadly juggernautPathfinder, magic vestment, stone shape, vision of hellPathfinder. Domain spell- magic vestment.
4th- blessing of fervorPathfinder, debilitating portentPathfinder, divination, freedom of movement, greater magic weapon. Domain spell- divine power.
5th- communal air walkPathfinder, fickle windsPathfinder, plane shift, summon monster 5Pathfinder, wall of stone. Domain spell- dominate person.
6th- greater dispel magicPathfinder, harm, summon monster 6Pathfinder. Domain spell- blade barrier.

Spontaneous Casting (Su): As an evil cleric, she can convert spells into "inflict" spells spontaneously.

Domains: She has the Slavery Subdomain and Tactics Subdomain. They grant the following powers...

Slavery- Touch of Law (Sp): 12/day. You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11.

Slavery- Master's Yoke (Su): 2/day. At 8th level you can attempt to assert your dominance over any visible creature within 30 feet by declaring the target your property. The target can resist this effect with a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier aka DC 22). If the target fails the save, it is affected as if by dominate monster for a number of rounds equal to 1/2 your cleric level (6 rounds), save that the target can choose to ignore any order you give and instead take 2 points of Constitution damage and become staggered for 1 round. This is a language-based mind-affecting effect.

Slavery's spells are 1st—charm person, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dominate person, and 6th—hold monster.

Tactics- Seize the Initiative (Su): 12/day. Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result.

Tactics- Weapon Master (Su): Up to 12 rounds. At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

Tactics's spells are 1st—magic weapon, 2nd—aid, 3rd—magic vestment, 4th—divine power, 5th—greater command, and 6th—blade barrier.

Crown of the Undying Kingdom: User is under a constant veil of undeathSpC spell, and gains animate dead and create undead as SLAs at will. This grants a host of undead immunities, and makes it so the user is healed by negative energy and harmed by positive energy. She does not gain the Undead type. She also gets the domain power of the Deathbound domain (the limit for creating undead animated with spells increases to three times your caster level instead of the normal two times caster level). When the user dies, they immediately rise as a ghost with malevolence and two other manifestation powers (typically draining touch and telekinesis for Ianthe). See below for ghost stats.

Houserules: He gains an extra 1st level feat, 32 point buy, and maximum hp per HD. Mundane ammo is not tracked unless it costs more than 1 gp a piece. +1/+1 bonuses from leveling. The initial +1 enhancement to items can be waived before making it magic.

Ghost FormEdit


Ghost of Ianthe

CR 14

F Half-Orc GhostPathfinder Cleric 12/Ghost LA 2
LE Medium Undead (Human, Incorporeal, Orc)
Init/Senses +1/Darkvision 60 ft; Listen +34, Spot +34
Languages Common, Orc, Abyssal, Aklo, Celestial, Draconic, Infernal
AC 18 (+7 deflection, +1 dex), touch 18, flat-footed 17
hp 180 (12d8+84 HD)
Immune Ability Damage, Ability Drain, Critical Hits, Energy Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Nonlethal, Paralysis, Poison, Sleep, Stunning, and any effect which requires a Fortitude save unless it also affects objects
Resist Channel Resistance +4
Fort/Ref/Will +8/+2/+17
Speed 30 ft.; fly 30ft (perfect)
Melee Snake-Sword +10/+5 melee (1d8, 19-20/x2)
Ranged Mwk Light Crossbow +10/+5 melee (1d8, 19-20/x2)
Space/Reach 5 ft./5 ft.
Base Atk/Grp +9/+9
Special Actions Channel Negative Energy 6d6, Draining Touch, Malevolence, Telekinesis
Combat Gear Mwk Snake-Sword, Mwk Light Crossbow, Mwk Heavy Metal Shield, Mithral Breastplate, Lesser Metamagic Rod of Extend, Lesser Metamagic Rod of Reach, Wand of Cure Light Wounds (50 charges)
Abilities Str -, Dex 12, Con -, Int 12, Wis 24 (28), Cha 24
SQ Aura of Evil, Orc Ferocity, Rejuvenation, Spontaneous Casting
Feats EnduranceB, CorpsecrafterLM, Quick Draw, Somatic WeaponryCM, Nimble BonesLM, Graft FleshLM, Selective ChannelingPathfinder, Command UndeadPathfinder
Skills Heal (7) +21, Knowledge Religion (12) +18, Linguistics (5) +11, Perception (12) +34, Spellcraft (12) +18, Stealth (0) +9
Possessions combat gear plus 1330 gp, Crown of the Undying Kingdom, Handy Haversack, Ioun Shade, Mwk Skill Tools (Knowledge Religion, Perception, Spellcraft), Periapt of Wisdom +4, Ring of the DarkhiddenMIC, 2x Tanglefoot Bags

This is the ghost form of Ianthe the Threefold Death, formed as a result of the curse of the crown of the undying kingdom.


Combat TacticsEdit

Possessing others is a priority. If she cannot leave a battle with a new body, she will be trapped as a ghost until she does.

DetailsEdit

As Ianthe the Threefold Death, with the following ghostly additions and changes...

Channel Energy (Su): 10/day. A 30 ft radius burst of 6d6 negative energy as a standard action, Will save for half DC 23.

Draining Touch (Su): The ghost died while insane or diseased. It gains a touch attack that drains 1d4 points from any one ability score it selects on a hit. On each such successful attack, the ghost heals 5 points of damage to itself. When a ghost makes a draining touch attack, it cannot use its standard ghostly touch attack.

Malevolence (Su): The ghost's jealousy of the living is particularly potent. Once per round, the ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be adjacent to the target. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same ghost's malevolence for 24 hours.

Telekinesis (Su): The ghost's death involved great physical trauma. The ghost can use telekinesis as a standard action once every 1d4 rounds (caster level 12th or equal to the ghost's HD, whichever is higher).



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