Notes |
This pale blue humanoid necromancer has bulging white eyes, wild hair, four-fingered hands, and a wicked dagger.
Before Combat Vreeg casts extended false life every morning. If he hears intruders, he also casts fly and shield.
During Combat Vreeg uses flight to remain out of melee combat, casting spells and throwing undead from his robe of bones until cornered or forced into melee. At this point, he uses his wand of ghoul touch against foes, or makes sneak attacks against a character on whom he has cast blindness/ deafness.
Morale Vreeg fights to the death.
Madness
Derros use their CHA modifier on WIL saves instead of their POW modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro’s madness. If this occurs, the derro gains 6 points of POW and loses 6 points of CHA.
Dextrous fighters
use DEX for melee attacks
Poison Use
Derros are not at risk of poisoning themselves when handling poison.
Vulnerability to Sunlight
A derro takes 1 point of CON damage after every hour it is exposed to sunlight.
Spell-Like Abilities
At will—darkness, ghost sound
1/day—daze, sound burst
6/day—grave touch (2 rounds)
As an action, you can make a unarmed attack that causes a living creature to become shaken for a number of rounds equal to your rank). If you touch a shaken creature with this ability, it becomes frightened for 1 round. You can use this ability a number of times per day equal to 3 + rank.
Necromancer Spells Prepared
2nd—extended false life, fly, vampiric touch, blindness/deafness, scorching ray, spectral hand
1st—cause fear, chill touch, magic missile, ray of enfeeblement, sleep, shield
0 (at will)—detect magic, mage hand, ray of frost, touch of fatigue
Spell resistance 70%
Sneak attack (+1 step damage)
Combat Casting
You get a +1 step bonus on checks made to keep casting a spell when damaged or distracted, such as while grappled.
Can control undead using arcane knowledge
Spell Focus (necromancy)
Any spells you cast of that school are more difficult to resist. Add -5 to the skill for all saving throws against spells from the school of magic you select.
Wand: A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s rank.
Combat Gear robe of bones, wand of ghoul touch (22 charges), blue whinnis (3); Other Gear mwk dagger, ring of protection +1, 3 gp, 8 sp
Luck:4 |