Silvanesti NPCs - Villains and Antagonists

Feal-Thas' classes and levels are based on his appearance in the DL6 module "Dragons of Ice". He was listed as a 7th level Chaotic Evil Elven Fighter/Magic-User but his THAC0 was 13, so he would have had to be an 8th level Fighter. He could cast one 4th level Wizard spell so that would have made him a 7th level Wizard. His presented ability scores were: Str: 18/35, Dex: 17, Con 10, Int 13, Wis 11, Cha 8. He had Chainmail +2, a Shield +1, and a Longsword +2. He gained a +2 bonus to hit elven characters. The description of his chambers say that he had moved all of his treasure to a secret room in the library but the only things listed in the description for that area were a desk and writing table containing a scroll and a journal written in Elven. His dragon companion, Sleet, was a female Ancient Huge White Dragon.

Following the AD&D to 3e Conversion Manual, his Strength becomes 19. His Intelligence was increased to 14 to ensure he still had access to 4th Level spells. I took his highest level (FTR 8) as the base, divided levels in other classes by 3 - rounded down (MU7, so 2) and added them together. This gave me 10 levels to distribute between his classes. The original module was intended for characters between 6th and 9th level so this works. It felt more important to maintain his spellcasting - especially since he had his whole thing about turning into a wolf and would need access to Polymorph. Given all of this, I settled on Fighter 3/Enchanter 4/Wizard of High Sorcery 3. If I had intended on him being an antagonist to my players' characters, I would have increased his level to pose a greater threat. 

Feal-Thas, Dragon Highlord of the White Wing: male Silvanesti Elf Fighter 3 Enchanter 4/Black Wizard of High Sorcery 3
CR: 10     Medium Humanoid (Elf)     HD: 3d10 plus 4d4 plus 3d4 (31 hp)
Init: +3     Spd: 30'     AC: 23 (+3 Dex, Elven Chainmail +2, Light Steel Shield +1, Ring of Protection +1), t: 14, ff: 20; ACP -2/ASF 20%
Attacks: (BAB +6; Grap +10); +13/+8 Longsword +2: 1d8+6 (18-20/×2) or +11/+6 Masterwork Dagger: 1d4+4 (19-20/×2, 10')
SA: Arcane Spells (CL7; DC12 + spell level, DC13 + spell level for Enchantment); Enchantment Specialization
SQ: Elf Traits; Arcane Research +1, Enhanced Specialization; Item of Power, Moon Magic, Tower Resources
Align: CE     Saves: Fort +5, Ref +6, Will +8
Str: 19, Dex: 17, Con: 10, Int: 14, Wis: 11, Cha: 8
Skills: Read/Write and Speak Common, Draconic, Elven, and Thanoi; Concentration +10 (additional +4 to cast defensively), Handle Animal +5, Intimidate +2, Knowledge (Arcana) +12, Knowledge (Local - the Icewall) +6, Knowledge (Local - Silvanesti) +5, Ride +11, Spellcraft +14, Use Magic Device -1 (additional +2 w/ scrolls)
Feats: Combat Casting, Craft Wand, Mounted Combat, Ride-By Attack, Scribe Scroll (b), Spell Focus (Enchantment), Weapon Focus (Longsword) (b)
Gear: Noble's Outfit (suitable for use as Cold Weather Outfit), Chainmail +2, Light Steel Shield +1, Ring of Protection +1, Longsword +2, Masterwork Dagger, Potion of Invisibility, Scroll of Haste, Fly, and Baleful Polymorph; Heward's Handy Haversack, Spell Component Pouch, 3 Leather-bound Spellbooks, Journal, 2 1-oz Vials of Black Ink and 2 Inkpens, Exotic Military Saddle (sized to fit on Sleet), Pouches with 3-100 gp Emeralds, 50-pg Bloodstone, and 6 gp, 8 sp
Prepared Spells: 0th: Acid Spalsh, Daze, Detect Magic, Light, Resistance; 1st: Cause Fear, Charm Person (×2), Expeditious Retreat, Magic Missile, Shocking Grasp; 2nd: Daze Monster, Ghoul Touch, Melf's Acid Arrow, Spectral Hand, Touch of Idiocy; 3rd: Haste, Hold Person, Lightning Bolt; 4th: Polymorph, Wall of Fire

• Elf Traits (Ex): Immune to Sleep; +2 racial bonus vs. Enchantments; Low Light Vision (see twice as far as a human in conditions of shadowy illumination); Proficient with longsword, rapier, longbow and shortbow (including composite versions of both) regardless of class; +2 racial bonus to Listen, Search, and Spot skill checks; Automatic Search skill check if passing within 5’ of a secret or concealed door; Wizard is preferred class for multiclass purposes
• Arcane Research (Ex): Gains a +1 Competence bonus on Spellcraft and Knowledge (Arcana) skill checks.
     Additionally, at every even level, he can add a bonus spell to his spellbook in addition to the spell normally gained through level advancement. This must be a spell from one the schools his order specializes in.
• Enhanced Specialization (Ex): Upon passing the Test of High Sorcery, a wizard increases his devotion to his chosen school of specialization. A Wizard of High Sorcery casts all spells from that school at +1 caster level. In addition, he gains a +1 bonus on saving throws against spells from his specialist school and spell-like abilities (but not supernatural abilities) that duplicate such spells. In exchange for this enhanced focus on one school, the wizard must give up one additional school of magic, chosen from among the schools that the other two orders of High Sorcery specialize in. He can never again learn spells from that school.
     He cannot choose a prohibited school that he already chose as a 1st-level wizard. He can still use the prohibited spells he knew prior to becoming a Wizard of High Sorcery, including using items that are activated by spell completion or spell trigger. Feal-Thas' prohibited schools are Abjuration and Illusion.
• Familiar: Feal-Thas has not summoned a familiar.
• Item of Power: Feal-Thas was gifted a Longsword +2 upon completing his Test of High Sorcery and joining an Order.
• Moon Magic (Ex): Depending on the phases of Krynn's three moons, Feal-Thas' casting level and spell DCs may be enhanced or penalized.
• Tower Resources: A Wizard of High Sorcery gains full admission to the Tower of High Sorcery in Wayreth, with resources available for spell research and the creation of magical items. 

-------------------

Slithe was a 7' tall humanoid with draconic features. He was covered in golden scales with a bony frill around the base of his skull. He was gaunt, with skeletal limbs, and hollow, sunken cheeks. His eyes were golden-brown in color. He led a squad of Baaz Draconians and had been charged with mapping Silvanesti for a planned invasion by the Dragonarmies. Charged with maintaining secrecy, he used a spell that allowed him to control the weather to make any pursuit or tracking of his troops difficult. He was killed in a battle with a band of adventurers in thr fall of 348 AC.

Slithe: male Aurak Draconian Sorcerer 6
CR: 15     Medium Dragon     HD: 8d12 plus 6d4 (58 Hp)
Init: +5     Spd: 30'     AC: 18 (+1 Dex, +6 Natural, Bracers of Armor +1); t: 12, ff: 17
Attacks: (BAB +11; Grap +11)+11 2 Claws: 1d4 (20/×2) and +6 Bite: 1d4 or +12 (ranged touch) 2 Energy Rays: 1d8+3 (20/×2, 60' max range) or +11/+6 Morningstar: 1d8 (20/×2) or +13 MW Light Crossbow: 1d8 (19-20/×2, 80')
SA: Arcane Spells (CL14, DC13 + spell level: 6/7/7/7/6/6/5/3; Breath Weapon, Death Throes, Energy Ray, Spell-like Abilities
SQ: Alternate Form, Dimensional Step, Disguise Self, Draconian Traits, Familiar, Spell Resistance 20
Align: LE     Saves: Fort +8, Ref +9, Will +11
Str: 10, Dex: 12, Con: 10, Int: 14, Wis: 10, Cha: 16
Skills: Read/Write and Speak Common; Appraise +2 (additional +2 with maps), Concentration +8 (additional +4 to cast defensively), Craft (Cartography) +8; Diplomacy +14, Intimidate +14, Knowledge (Arcana) +16, Listen +11, Search +13, Spellcraft +19, Spot +11
Feats: Combat Casting, Draconian Breath Weapon, Improved Initiative, Spectacular Death Throes, Spell Focus (Evocation)
Gear: Bracers of Armor +1, Masterwork Light Crossbow and bolt case with 15 bolts, Morningstar, Spell Component Pouch; Potion of Cure Moderate WoundsPotion of Fire ResistancePotion of Sanctuary, Belt Pouch with 100-gp Silver Pearl, 50-gp Bloodstone (×2), 55-gp Gold Bracelet, and 45 gp; Scrollcase with parchment map of Silvanesti Coast, Inkpen with 2 Vials of Ink
Known Spells: 0th: Acid Splash, Daze,  Detect Magic, Detect Poison, Light, Message, Prestidigitation, Ray of Frost, Resistance; 1st: Burning Hands, Color Spray, Mage Armor, Magic Missile, Shield; 2nd: Invisibility, Mirror Image, Protection from Arrows, Resist Energy, Tasha's Uncontrollable Laughter; 3rd: Dispel Magic, Fireball, Fly; 4th: Evard's Black Tentacles, Fear, Ice Storm, Shout; 5th: Cloudkill, Prying Eyes, Teleport; 6th: Chain Lightning, Repulsion; 7th: Control Weather

• Alternate Form (Su): A male aurak can assume any animal form of Medium or Small size as a standard action three times per day. This ability functions as a polymorph spell cast on itself by a 8th level sorcerer, except that the aurak does not regain hit points for changing form and can only assume the form of a humanoid. The aurak can remain in its new from until it chooses to assume a different one or return to its natural form.
• Breath Weapon (Su): An aurak can breathe a noxious cloud in a 5-foot cone three times per day. Any victim caught in the cloud is dealt 1d4 points of temporary Strength damage and blinded for 1d4 rounds (DC 16 Fort save negates).
     With the Draconian Breath Weapon feat, he can also loose a 30' Cone of Fire 1/day (Ref ½ DC17) for 3d8 damage.
• Death Throes (Su): When an aurak dies, it explodes in a blast of magical energy. This blast deals 6d6 points of damage to all creatures within 20' of the aurak. Affected creatures can make a DC19 Reflex save for half damage. The DC is Charisma based.
     With the Spectacular Death Throes feat, Slithe will explode five more times (20' burst) in a spot 30 feet in a random direction from the last spot he exploded.
• Dimensional Step (Sp): Up to three times per day, auraks can perform limited short-range teleportation. This ability functions exactly like the dimension door spell except that it has a range of 60 feet and the aurak can only transport itself and items carried.
• Disguise Self (Sp): Three times a day, an aurak can use an ability similar to the disguise self spell to make itself resemble an individual humanoid and to perfectly imitate its voice. The effect only lasts for 2d6+6 minutes and is limited to any human or humanoid the aurak has ever seen.
• Draconian Traits: Blindsense 60', Darkvision 120', Immune to Disease, Paralysis effects, and Sleep; Darkvision 120', Scent 60", Inspired by Dragons (gains +1 morale bonus to all attacks and saving throws when under the command of evil dragons), Low Metabolism (can survive on one-tenth the food and water it takes to sustain a human)
• Energy Ray (Su): Auraks have the ability to generate rays of force energy from each of their hands. The ray has a range of 60', and the aurak must make a touch attack to hit. The ray deals damage equal to 1d8 plus the aurak’s Charisma modifier. When using its Disguise Self ability, an aurak appears to be using a weapon appropriate to its form when it uses this ability, an aurak appears to be using a weapon appropriate to its form when it uses this ability.
• Familiar: Slithe has not summoned a familiar.
• Spells: In addition to its innate spell-like abilities, an aurak casts spells as an 8th-level sorcerer. It prefers evocation spells and illusions to help it disguise itself. When an aurak advances in levels as a sorcerer, it adds its sorcerer levels to its innate spellcasting ability.
• Spell-Like Abilities: At will— Greater Invisibility, Suggestion; 1/day— Dominate Person. CL8; DC13 + spell level.

-------------------

Cuinar Elar is a venerable elf of 625 years. He was 276 when the Cataclysm struck and clearly remembers the strife, famine, and disease that ravaged the Silvanesti in the decades following the disaster. His main goal is to ensure the continued survival of his nation. He has been a major proponent of the non-aggression pact with Lord Ariakas and, to an extent, is willfully blind to evidence that the Dragonarmies do not intend to honor the agreement. He refuses to act without concrete evidence. Although he is a member of a Minor House, his opinions hold great sway with Speaker of the Sun Lorac due to his wisdom and experience in diplomatic matters.

Note: I had originally envisioned him as being far more sinister, much like Long Feng from Avatar: The Last Airbender but as the story developed, that just didn't make sense to me, leading to a well-meaning but stubborn and misguided character instead.

Cuinar Elar of House Advocate, Chairman of the Silvanost Council:
male Venerable Silvanesti Elf Aristocrat 13
CR: 12     Medium Humanoid (Elf)     HD: 13d8-39 (17 Hp)
Init: +0     Spd: 30'     AC: 16 (Amulet of Natural Armor +1, Bracers of Armor +3, Ring of Protection +2); t: 15, ff: 16
Attacks: (BAB +9; Grap +6); +6/+1 Cane: 1d6-3 (20/×2)
SA: --
SQ: Elf Traits
Align: LN     Saves: Fort +3, Ref +7, Will +14
Str: 5, Dex: 11, Con: 5, Int: 17, Wis: 16, Cha: 15
Skills: Read/Write and Speak Common, Dwarven, Elven, Goblin, and Solamnic; Bluff +7, Diplomacy +29, Disguise +2 (+2 to act in character), Gather Information +20 (additional +2 in Silvanesti), Intimidate +12, Knowledge (Local - Silvanesti) +19, Knowledge (Nobility and Royalty) +19, Listen +5, Perform (Oratory) +6, Ride +3, Search +7, Sense Motive +21 (additional +2 to resist Bluff attempts), Sleight of Hand +2, Spot +9 (additional +2 to see through disguises)
Feats: Investigator, Negotiator, Leadership, Skill Focus (Diplomacy), Suspicious Mind
Gear: Noble's Outfit (Green and Silver Government Robes, Gold Necklace with Official Pendant - as Amulet of Natural Armor +1); Bracers of Armor +3, Ring of Protection +2, Cloak of Resistance +2, Cane

• Elf Traits (Ex): Immune to Sleep; +2 racial bonus vs. Enchantments; Low Light Vision (see twice as far as a human in conditions of shadowy illumination); Proficient with longsword, rapier, longbow and shortbow (including composite versions of both) regardless of class; +2 racial bonus to Listen, Search, and Spot skill checks; Automatic Search skill check if passing within 5’ of a secret or concealed door; Wizard is preferred class for multiclass purposes
Followers from Leadership feat: 11th level Cohort, 10 1st-level, 1 2nd-level 

-------------------

χρόνος is basically the Pathfinder version of the creature converted to 3.5e. I changed some skills around (Elementals don't eat, for example, so I eliminated Survival). The original plan was to place him on par with Imix, Ogrémoch, and the other Princes of Elemental Evil. I dragged out the 1st edition Fiend Folio, the 2nd edition supplement Chronomancy and was about to sit down and start working on a conversion but decided to Google instead - saving myself a bunch of TIME and energy. He was bound by the party into a gemstone that powers Raven's magical bracers.

χρόνος, Prince of Elemental Time
CR: 17     Large Elemental (Extraplanar, Time)     HD: 20d8+80 (202 hp)
Init: +9     Spd: fly 20' (perfect)     AC: 25 (+5 Dex, +1 Dodge, +4 Insight, +6 Natural, -1 size); t: 19, ff: 25 (never flat-footed)
Attacks: (BAB +15; Grap/+23)+18 2 Slams: 2d6+4 (20/×2)
SA: Alter Age (1/day), Cell Death, Multi-Manifestation, Spell-like Abilities, Temporal Displacement
SQ: Darkvision 60', Elemental traits, Foresight, Immune to Temporal Magic, Spell Resistance 25, Telepathy 100'
Align: N     Saves: Fort +10, Ref +19, Will +18
Str: 18, Dex: 20, Con: 18, Int: 18, Wis: 18, Cha: 15
Skills: Concentration +10, Diplomacy +10, Hide +9, Knowledge (Arcana) +23, Knowledge (History) +23, Knowledge (the Planes) +23, Listen +10, Move Silently +10, Sense Motive +10, Spot +10
Feats: Combat Expertise, Dodge, Flyby Attack, Improved Initiative (b), Improved Natural Attack (Slam), Iron Will, Lightning Reflexes (b), Power Attack,Weapon Finesse

Alter Age (Su): Once per day, a noble time elemental can age a creature simply by touching it (this requires a melee touch attack). If successful, the target must succeed on a Fortitude save or advance forward one aging step (from adulthood to middle age, from middle age to old, from old to venerable, and so on). If a character ages, he takes all the effects to his physical ability scores, but does not gain any of the bonuses to his mental ability scores. A venerable creature affected by this ability dies (from massive cell death) and cannot be restored to life by mortal magic. The save DC is Constitution-based.
     Alternately, a time elemental can use its alter age ability to reduce a character’s age. If the target is unwilling, the time elemental must succeed on a melee touch attack. An unwilling target can make a Fortitude save to avoid the effects. If the save fails, the target ages one age step backwards (from middle age to adulthood for example) and gains all bonuses to physical ability scores from his new age (simply flip the penalties listed on the aging table into an equal numbered bonus). A character that regresses in age does not reduce its mental ability scores. This ability does not affect a character that has died from old age.
     A time elemental can also use this ability to age vegetable matter 10–200 years (older or younger) or mineral matter 100–2,000 years (older or younger).
     Royal time elementals can use this ability twice per day.
• Cell Death (Ex): Damage dealt by a time elemental’s slam attack does not heal naturally (but it can still be healed magically). Additionally, a creature slain by a time elemental can only be raised through the successful casting of a miracle, true resurrection, or wish spell.
Foresight (Su): A time elemental can see a few seconds into the future. This ability prevents it from being surprised, caught flat-footed, or flanked. It also grants the time elemental an insight bonus to AC equal to its Wisdom bonus. This ability can be negated, but the time elemental can restart it as a free action on its next turn.
Immunity to Temporal Magic (Ex): Time elementals are immune to all time-related spells and effects (including time stop, temporal stasis, and the like). Note, the time stop ability of the noble and royal time elementals can affect those time elementals of lesser power (i.e., a noble can affect a common and a royal can affect a noble or common).
Multi-Manifestation (Su): A time elemental exists in several other dimensions at any given time. As a standard action, it can bring forth 1d4 of these manifestations to its current locale in order to gain multiple attacks that round. Treat each manifestation as a separate time elemental with hit points equal to the time elemental’s current hit points. A manifestation cannot use any of the supernatural or spell-like abilities of the time elemental (a manifestation does however gain the time elemental’s foresight ability). A time elemental cannot have more than four manifestations present at one time.
Because each manifestation is a part of the time elemental that called them, a successful attack on the time elemental or any of its manifestations deals an equal amount of damage to them all.
Summon Time Elementals (Sp): Once per day, a royal time elemental can attempt to summon 1d4 common time elementals with a 70% chance of success or 1–2 noble time elementals with a 30% chance of success. This ability is the equivalent of a 9th-level spell.
Temporal Displacement (Su): By making a melee touch attack against a foe, a noble or royal time elemental can remove that creature from the current time stream if it fails a Fortitude save. The save is Constitution-based.
On a failed save, the creature disappears in a flash of white energy. For a number of minutes equal to the time elemental’s Hit Dice, the displaced creature is effectively nonexistent. No form of magic, effect, or force can detect or aid such a creature. A displaced creature can attempt a Wisdom check (DC equal to the initial Fort DC) on its turn to break the effects and end the displacement. The save is Constitution-based.
When the effect ends, the creature reappears in the same space it was in before being displaced. If the space is occupied when the creature returns, it is shunted aside to the first open space and takes no damage. A noble or royal time elemental can use this ability three times per day.
Time Jaunt (Su): A time elemental can slip through the time stream and appear anywhere on the same plane of existence as if by greater teleport. This ability transports the time elemental and up to four other creatures within a 30-foot radius. Unwilling creatures can attempt a Will save to avoid being carried away. This ability is otherwise similar to the spell of the same name (caster level equal to the elemental’s HD). The save DC is Constitution-based.
Time Stop (Sp): Noble and royal time elementals can create an effect identical to a time stop spell once per day (caster level equals the time elemental’s HD).


Comments

Recent Posts

Attack on Silvanost - Part 5

Attack on Silvanost - Part 6 and Aftermath

Timekeeping

The Integrity Airship

The Tri-State Area!!!!!