Fejervar is referred to the pirates of the Brotherhood of the Maelstrom as that "bandy-legged creep". There is something off-putting about this foul creature but there is no denying that he wields some power.
His most annoying habit is flicking out his long tongue to catch flies, mosquitoes, other crawling lizards and insects, mice and small rats, although the pus-filled lumps on his body that he often bursts make for an even more disgusting habit.
Fejervar wears a bronze skull cap as his brain is unnaturally enlarged and protrudes in places from his skull. The skull cap is required for protection. He is, however, proud of his large brain and particularly that his brain is larger than that of other bullywugs because he believes that it marks him as one destined to follow in the footsteps of his batrachi Creator Race forebears and to "ascend" as a slaad. In fact, his transformation into a slaad is his dearest wish and the fact that Lokaug the Grey knows the secret of this transformation has ensured Fejervar's loyalty to him. But Lokaug has also advised that he needs to grow in power before he can be transformed and the best way to do that is to follow Lokaug's instructions....
Roleplaying Fejervar:
Motivation: it's his destiny
His most annoying habit is flicking out his long tongue to catch flies, mosquitoes, other crawling lizards and insects, mice and small rats, although the pus-filled lumps on his body that he often bursts make for an even more disgusting habit.
Fejervar wears a bronze skull cap as his brain is unnaturally enlarged and protrudes in places from his skull. The skull cap is required for protection. He is, however, proud of his large brain and particularly that his brain is larger than that of other bullywugs because he believes that it marks him as one destined to follow in the footsteps of his batrachi Creator Race forebears and to "ascend" as a slaad. In fact, his transformation into a slaad is his dearest wish and the fact that Lokaug the Grey knows the secret of this transformation has ensured Fejervar's loyalty to him. But Lokaug has also advised that he needs to grow in power before he can be transformed and the best way to do that is to follow Lokaug's instructions....
Roleplaying Fejervar:
Key Traits: double-minded
Goal: to become a slaadMotivation: it's his destiny
Fears: displeasing Lokaug and thus losing the opportunity to become a slaad
Weaknesses: can be bribed with abyssal lore that would allow him to become a slaad without depending on Lokaug
Stat Block:
Fejervar, male bullywug chaos sorcerer
Level 3 Elite Artillery
Medium natural humanoid XP 300
Initiative +4 Senses Perception +5
Rancid Air aura 2; each enemy that spends a healing surge within the aura is weakened until the end of its next turn.
HP 82; Bloodied 41
AC 15; Fortitude 15; Reflex 15; Will 18
Resist 5 see wild soul below
Saving Throws +2
Speed 6 (swamp walk), Swim 4
Action Points 1
m Quarterstaff (standard; at-will) • Weapon
+10 vs AC; 1d6 + 3 damage.
R Chaos Bolt (standard; at-will) • Psychic
Fejervar hurts a bolt of many-coloured light from his hand which screams toward the head of his enemy.
Ranged 10; +8 vs Will; 2d6 + 3 psychic damage. If Fejervar rolls an even number for his attack roll he makes a secondary attack.
Secondary attack: targets one creature within 5 squares of the target last hit by this power; +8 vs Will; 1d6 + 3 psychic damage. If Fejervar rolls an even number for his attack roll he makes another secondary attack again. There is no limit to the number of secondary attacks except that no creature can be attacked more than once with this power.
R Chromatic Orb (standard; encounter) • Varies
Fejervar conjures then hurls an orb of arcane energy that shifts colours as it flies toward his enemy. It erupts with damaged force, releasing the energy that was dominant at the time of impact.
+8 vs Reflex; 3d8 + 3 damage. Roll a d6 to determine the attack's damage type and effect. 1. Yellow: radiant damage, and the target is dazed (save ends). 2. Red: fire damage, and each creature adjacent to the target takes 3 fire damage. 3. Green: poison damage, and ongoing 5 poison damage (save ends). 4. Turquoise: lightning damage, and Fejervar slides the target 3 squares. 5. Blue: cold damage, and the target is immobilised (save ends). 6. Violet: psychic damage, and the target takes a -2 penalty to AC (save ends). Miss: 1d10 + 3 damage. Roll a d6 to determine the attack's damage type and effect, as above.
Chaos Burst
If Fejervar's first attack roll is an even number during each of his turns then he gains a +1 bonus to AC until the start of his next turn. If his first attack roll is an odd number he may make a saving throw at the beginning of his turn.
Nature's Release • Healing
Any attacker that scores a critical hit against a bullywug regains 5 hit points.
Unfettered Power
If Fejervar rolls a natural 20 on an attack roll (except with his quarterstaff), he slides the target 1 square and knocks it prone after applying the attack's other effects.
Necessary Sacrifices
If Fejervar includes at least one ally in the area of his area or close attacks, each of his rolls with that attack gains a +2 power bonus.
Wild Soul
Roll a d10 to determine a damage type: 1. acid, 2. cold, 3. fire, 4. force, 5. lightning, 6. necrotic, 7. poison, 8. psychic, 9. radiant, 10. thunder. Fejervar gains resist 5 to that damage type and his powers reduce any target's resistance to that damage type by 5.
Alignment Chaotic Evil Languages Abyssal, Primordial
Skills Arcana +8, Nature +5
Str 11 (+1) Dex 17 (+4) Wis 8 (+0)
Con 17 (+4) Int 14 (+3) Cha 17 (+4)
Weaknesses: can be bribed with abyssal lore that would allow him to become a slaad without depending on Lokaug
Stat Block:
Fejervar, male bullywug chaos sorcerer
Level 3 Elite Artillery
Medium natural humanoid XP 300
Initiative +4 Senses Perception +5
Rancid Air aura 2; each enemy that spends a healing surge within the aura is weakened until the end of its next turn.
HP 82; Bloodied 41
AC 15; Fortitude 15; Reflex 15; Will 18
Resist 5 see wild soul below
Saving Throws +2
Speed 6 (swamp walk), Swim 4
Action Points 1
m Quarterstaff (standard; at-will) • Weapon
+10 vs AC; 1d6 + 3 damage.
R Chaos Bolt (standard; at-will) • Psychic
Fejervar hurts a bolt of many-coloured light from his hand which screams toward the head of his enemy.
Ranged 10; +8 vs Will; 2d6 + 3 psychic damage. If Fejervar rolls an even number for his attack roll he makes a secondary attack.
Secondary attack: targets one creature within 5 squares of the target last hit by this power; +8 vs Will; 1d6 + 3 psychic damage. If Fejervar rolls an even number for his attack roll he makes another secondary attack again. There is no limit to the number of secondary attacks except that no creature can be attacked more than once with this power.
R Chromatic Orb (standard; encounter) • Varies
Fejervar conjures then hurls an orb of arcane energy that shifts colours as it flies toward his enemy. It erupts with damaged force, releasing the energy that was dominant at the time of impact.
+8 vs Reflex; 3d8 + 3 damage. Roll a d6 to determine the attack's damage type and effect. 1. Yellow: radiant damage, and the target is dazed (save ends). 2. Red: fire damage, and each creature adjacent to the target takes 3 fire damage. 3. Green: poison damage, and ongoing 5 poison damage (save ends). 4. Turquoise: lightning damage, and Fejervar slides the target 3 squares. 5. Blue: cold damage, and the target is immobilised (save ends). 6. Violet: psychic damage, and the target takes a -2 penalty to AC (save ends). Miss: 1d10 + 3 damage. Roll a d6 to determine the attack's damage type and effect, as above.
Chaos Burst
If Fejervar's first attack roll is an even number during each of his turns then he gains a +1 bonus to AC until the start of his next turn. If his first attack roll is an odd number he may make a saving throw at the beginning of his turn.
Nature's Release • Healing
Any attacker that scores a critical hit against a bullywug regains 5 hit points.
Unfettered Power
If Fejervar rolls a natural 20 on an attack roll (except with his quarterstaff), he slides the target 1 square and knocks it prone after applying the attack's other effects.
Necessary Sacrifices
If Fejervar includes at least one ally in the area of his area or close attacks, each of his rolls with that attack gains a +2 power bonus.
Wild Soul
Roll a d10 to determine a damage type: 1. acid, 2. cold, 3. fire, 4. force, 5. lightning, 6. necrotic, 7. poison, 8. psychic, 9. radiant, 10. thunder. Fejervar gains resist 5 to that damage type and his powers reduce any target's resistance to that damage type by 5.
Alignment Chaotic Evil Languages Abyssal, Primordial
Skills Arcana +8, Nature +5
Str 11 (+1) Dex 17 (+4) Wis 8 (+0)
Con 17 (+4) Int 14 (+3) Cha 17 (+4)
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