(Generated 49 times)
Namelist None
Rank Skilled
Race Halfling (Dark Sun)
Cult rank None
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
STR 13
CON 16
DEX 18
INT 16
CHA 20
D20Hit locationArmor
01-03 Right leg 3+4
04-06 Left leg 3+4
07-09 Abdomen 3+4
10-12 Chest 3+4
13-15 Right arm 3+4
16-18 Left arm 3+4
19-20 Head 3+4
Movement 4 m
Natural armor Yes

Non-random features

Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.

Standard skills

Athletics STR+DEX+35 Brawn STR+SIZ+30 Deceit INT+CHA+45
Endurance CON+CON+40 Evade DEX+DEX+40 Influence CHA+CHA+35
Insight INT+POW+50 Perception INT+POW+75 Stealth DEX+INT+45
Unarmed STR+DEX+35 Willpower CHA+CHA+50

Professional skills

Sleight DEX+CHA+40

Custom skills

P: Chaotic (insane) POW+POW+60 Language (Aklo, Common, Giant, Terran, Undercommon) INT+CHA+40 P: Evil (sadistic) POW+POW+60
Arcane casting INT+CHA+60 Arcane Knowlege INT+INT+60

Combat styles

insane but sneakyDEX+DEX+40

Weapon options

1-handed weapons

Amount: 1
Dagger (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Dagger (1)


Amount: 0
Buckler Shield (1)