Non, Male Human, Wiz(Nec)9/CrL3
SZ Medium Humanoid
(5 ft., 4 inches tall); HD 12d4+22 (46 hp); Init +2 (Dex), Spd 30 ft.; AC 16
(+2 Dex, +4 Bone Armor); Atk +6/+1 (1d4+1 dagger); SA Rebuke Undead; AL NE;
Saves Fort +6, Ref +6, Will +10; Str 12, Dex 14, Con 14, Int 16, Wis 12, Cha
12.
Skills: Alchemy +8,
Concentration +15, Knowledge: Planes +12, Knowledge: Arcana +12, Knowledge:
Undead +14, Spellcraft +14
Feats: Scribe
Scroll, Craft Wondrous Item, Craft Undead, Spell Focus (Necromancy), Extra
Turning, Craft Wand, Prolong Spell (adds +0 levels to spell, Metamagic, causes
damage to be inflicted at only 1d / round for all affected), +2
Possessions: Bone
Armor, Wand of Slow, Wand of Prolonged Dragon's Breath (causes damage to
holder, 1 hp / die of effect, 5th level), Gauntlet of Scale (Elemental
Resistance 5 vs Cold, Fire, Acid, Electricity and Sonic attacks), Gauntlet of
Bone (linked to five bone rings, each able to allow control of a single undead
creature of up to 5 HD)
Spells per day:
Wizard 4/4/4/4/3/3/2 (+1 spell / level from Necromancy list)
Forbidden School: Divination
Appearance: A short
(5 ft, 4 inches) man with a balding head and short ratty looking beard, and
wispy mustache. When he and Ari arrived
in Glivid-Autel, they rode a fairly worn, but still clearly expensive palanquin
of gold chased cherrywood, with large (and relatively cheap) gems of green and
red hue and silk curtains. The
palanquin was held aloft by a dozen robed figures that were revealed to be
standard Skeletons, although both armed and armored with traditional Calastian
infantry attire. He traditionally wore
fine and elaborate (if often somewhat tattered) robes of silk with
cloth-of-gold embroidery, in shades of brilliant blue, bright red or dark
green.
Non believed that the secret to eternal life lay in the
elemental planes, and that the Divine powers had sealed them off from mortal
access for this very reason, to deny humanity the secrets of immortality.
His methodology involved finding ways of infusing the
energies of death with an elemental aspect, and his success on this front led
to the creation of many new forms of undead.
He began his research by exploring the elemental aspects of
death, burning and drowning and suffocating and burying many subjects beneath
great stones. He managed to develop a
technique to bind malevolent elemental entities, perhaps some relation to
Mephits, into the bodies of those slain by elemental forces. It was a simple enough matter to burn men
alive, and to use this enchantment to bind fiery spirits into their bodies,
causing them to animate as smoldering scorched zombies with a fiery touch, and
he soon moved on to drowning and burying men alive, infusing them with
malicious spirits of sea and stone that had paused overlong, attracted by the
dying agonies of those slain by their elemental medium, long enough for Non to
bind them at the very instant of human death and cause the body to again
function, but animated by these bound elemental spirits instead of traditional
Necromantic forces.
After much research in this area, he failed to find a method
to infuse a living body with these elemental forces. No matter how many people he burned alive, all became little more
than mindless raging Ashen Zombies, he could not *before the moment of death*
force the spirits of fire to encompass and animate the dying tissue. Annoyed by this lack of success, he decided
to move on and finish the line of research before declaring it a dead end,
moving on to more and more sadistic means of infusing other elemental and
para-elemental forces into dying tissue, from such expediments as packing a man
in salt and dehydrating him to death, to suffocation in a smoke-filled room, to
drowning in a pool of acidic muck.
Some might argue that he lost any pretense of caring about
his supposed lofty goals, but fell into an obsession with killing as many
subjects as he could in as bizarre and unique methods possible, simply to
assuage his bitterness. But not to his face,
as he was ever short on living subjects and he had a list of torturous death
techniques he was eager to test on any 'volunteers.'
With the shortage of 'research supplies,' Non took to going
further and further afield to search for fresh recruits for his studies, and
took as well to memorizing fearsome Evokation magics (as well as his signature
binding spells), allowing him to recreate such 'experiments' in the field. Traditional Evokation magics were 'too fast'
to allow him to bind spirits into the subjects at the moment of death, so he found
himself developing techniques to slowly burn subjects alive, or animate a body
of water to drown them, rather than kill them 'too quickly.'
His downfall was the discovery that larger and more powerful
spirits (or perhaps greater numbers of smaller spirits?) could be bound into
larger and stronger creatures, causing him to begin to hunt Ogres and Giants,
slowly immolating them to infuse them into Large and Huge Ashen Zombies. Unfortunately, his slow killing spells were
often not as effective on larger creatures, and these 'subjects' could inflict
deadly amounts of damage before they burned to death. His burned battered corpse was found surrounded by a few
surviving Ashen Zombies, and the scorched corpses of a half-dozen Ogres (whom
his undead servants and slow burning spells finished off, but only after his
death)...
Use Zombie stats, but not limited to partial actions and add
the appropriate Elemental template from Manual of the Planes;
Fire - reduce HD to d8's.
Add Fire subtype, Fire immunity, Double damage from Cold, except on a
successful save. Burn (Ex): Those
struck by natural weapons must make a Reflex save (DC 7+ the creatures HD) or
catch fire for 1d4 rounds (see Catching on Fire, chapter 3 of the DMG). HD 1-3 no other addition, HD 4-7 +1d4 Fire
damage added to natural weapon attacks, HD 8-11 +1d6 Fire damage added to
natural weapon attacks, Damage Reduction 5/+1, HD 12+ +2d6 Fire damage added to
natural weapon attacks, Damage Reduction 10/+1. Intelligence is 4, can speak and understand a few words of Ignan.
Earth - reduce HD to d8's.
+2 Str, -2 Dex. +3 Natural
Armor. Gains Burrow speed of 20 ft, or
the creatures base move, whichever is less.
Earth Mastery (Ex): +1 bonus to hit and damage rolls if both it and the
target are standing on the ground. If
the target is instead airborne or waterborne, it suffers a -4 penalty on attack
and damage rolls. Burrow (Ex): Can
glide through dirt, earth or stone (but not metals) effortlessly, as a fish
through water. Tremorsense (Ex): Can
automatically sense the location of anything within 60 ft that is in contact
with the ground. 1-7 HD no special
effects, 8-11 HD Damage Reduction 5/+1, 12+ HD Damage Reduction 10/+1. Intelligence is 4, can speak and understand
a few words of Terran.
Water - reduce HD to d8's.
Gains a Swim speed of 90 ft.
Water Mastery (Ex): Gains a +1 to attack and damage rolls if both it and
target touch water, if either are landbound, it instead has a -4 penalty to
attack and damage rolls. Drench (Ex):
Touch puts out campfires, lanterns or other exposed non-magical flames up to
size Large. Its touch can dispel
magical fire as a dispel magic cast by a sorcerer whose level equals its
HD. 1-7 HD no special effects, 8-11 HD
Damage Reduction 5/+1, 12+ HD Damage Reduction 10/+1. Intelligence is 4, can speak and understand a few words of Aquan.
Cold - reduce HD to d8's. +3 Natural Armor. Cold subtype (Ex): Cold immunity, double damage from fire attacks on a failed save. Icewalking (Ex): Works as spider climb, but only on icy surfaces. HD 1-3 no other addition, HD 4-7 +1d4 Cold damage added to natural weapon attacks, HD 8-11 +1d6 Cold damage added to natural weapon attacks, Damage Reduction 5/+1, HD 12+ +1d8 Cold damage added to natural weapon attacks, Damage Reduction 10/+1. Intelligence is 4, can speak and understand a few words of Aquan or Auran.