Monsters of Illusion
| Author | Kenneth "Axel" Carlsson |
| Publisher | Reality Deviant Publications |
| Publish date | 2005 |
| OGL Section 15 | rdpmoi |
The material below is Open Game Content
Nemordu the Elder Mother
“Nemordu is an old crone, tall and slender, but age has done nothing for her. She might have been beautiful in a dark and twisted way, but her grey skin has become wrinkled like the bark of an old tree. Her long hair flows down her back, thick like roots and dark like the night. She hides behind a veil of thorns and rarely shows the white orbs that her eyes have become.
Her nails have grown long and become deadly pincers but the true danger lies in the thorny vines that grow along her grey skin. They twist and turn much like the snakes on the head of a medusa, and at her direction these vines, dripping with a yellow poison, will lash out and attack her foes.”
Nemordu the Elder Mother: Female Sorcerer 7; CR 17; Large Fey (Elder Mother); HD 13d6+7d4+40; Hp 101; Init +7 (+3 dex, +4 improved initiative); Spd 40 ft.; AC 14 (+3 dex, -1 size, +2 natural); Atk +12/+7 melee (1d6+6, x2, sting); SA Mother’s Gaze, Thorns, Spell-like abilities; SQ Blindsight, Shift Form, Summon Familiar, Telepathy; SR N/A; AL Chaotic Evil; SV Fort +13, Ref +15, Will +20; Str 18, Dex 16, Con 15, Int 20, Wis 16, Cha 19.
Languages: Common, Elven, Abyssal, Draconic, Goblin and Druidic.
Skills and Feats: Bluff +21, Concentration +19, Craft (Alchemy) +20, Escape Artist +21, Hide +21, Intimidate +21, Knowledge (Arcana) +22, Knowledge (Nature) +15, Knowledge (Planes) +13, Listen +21, Move Silently +21, Sense Motive +20, Spellcraft +22, Spot +20, Survival +20; Alertness, Improved Counterspell, Improved Initiative, Iron Will, Spell Focus (Illusion), Greater Spell Focus (Illusion), Spell Penetration, Track.
Possessions: Dust of Appearance, Ring of Elemental Command (Earth), Rod of Flame Extinguishing.
It is not unlikely that Nemordu has other and more powerful items in her keeping.
Spells Prepared (6/7/7/5): 0-level; Resistance, Acid Splash, Detect Magic, Dancing Lights, Touch of Fatigue, Message; 1-level; Alarm, Endure Elements (2), Obscuring Mist (2), Sleep, Silent Image; 2-level; Glitterdust (2), Blur (3), Mirror Image (2); 3-level; Arcane Sight (2), Stinking Cloud (3).
Spells Known (7/5/3/2): 0-level; Resistance, Acid Splash, Detect Poison, Detect Magic, Dancing Lights, Touch of Fatigue, Message; 1-level; Alarm, Endure Elements, Obscuring Mist, Sleep, Silent Image; 2-level; Glitterdust, Blur, Mirror Image; 3-level; Arcane Sight, Stinking Cloud.
Personality
Nemordu is a cunning witch who hunts down any who enter her domain. She will watch and plan for days, seeking to strike when her victims are most vulnerable. She holds a dark hatred within her breast and, as the years have taken their toll, she has become more vile and despicable. All that she captures in her web will be questioned and, if necessary, tortured. She has a nasty, evil smile and a thin and soft voice at odds with her cruel nature.
Riianthil
“Slender as an elf and tall as a human, it is difficult to believe that this strange and captivating creature has lived for two hundred years without actually aging a day. Her green tinted skin blends perfectly into the surroundings and her green eyes are beautiful beyond compare.
In the warm summer, the flowers which seem to grow from her very skin are yellow and red, They fade somewhat in the autumn and become orange and brown. This gorgeous creature is always naked save for a silver necklace. This is her most priced possession - a holy symbol to the goddess Issaylin. She does not wear it to show her devotion, but because it was a gift from a friend.”
Riianthil: Female druid 9/ranger 2; CR 13; Medium-sized humanoid (Uilloctul); HD 2d6+11d8+13; Hp 74; Init +8 (+4 dex, +4 improved initiative); Spd 30 ft.; AC 20 (+4 dex, +1 dodge, +2 natural, +3 ring); Atk +8/+3 melee (Bite, 1d6-1, x2); Atk +13/+8 ranged (Sling +3, 1d4+3, x2); SA Combat Style (archery), Favored Enemy (undead), Nature’s Growth, Spell-like abilities; SQ Animal Companion, Low-light vision, Nature Sense, Resist Nature’s Lure, Shift Form, Telepathy, Track, Trackless Step, Venom Immunity, Wild Empathy, Wild Shape (3/day, large), Woodland Stride; SR N/A; AL Neutral Good; SV Fort +11, Ref +13, Will +16; Str 8, Dex 18, Con 12, Int 16, Wis 18, Cha 24.
Languages: Common, Elven, Draconic, Druidic, Celestial.
Skills and Feats: Climb +6, Concentration +9, Diplomacy +12, Escape Artist +12, Gather Information +10, Handle Animal +15, Heal +15, Hide +13, Knowledge (Arcana) +10, Knowledge (geography) +10, Knowledge (History) +10, Knowledge (Nature) +10, Listen +11, Move Silently +13, Search +8, Sense Motive +11, Spellcraft +12, Spot +13, Survival +12; Extend Spell, Improved Initiative, Iron Will, Stealthy, Spell Focus (illusion).
Possessions: Holy symbol of Issaylin, Ring of Protection +3, Rod of Enemy Detection, Sling +3.
Riianthil may have other magical items in her possession.
Spells Prepared (6/5/5/4/3/1): 0-level; Create Water (2), Cure Minor Wounds, Detect Magic, Guidance, Purify Food and Drink; 1-level; Calm Animals, Cure Light Wounds, Endure Elements, Faerie Fire, Longstrider; 2-level; Animal Messenger, Barkskin, Chill Metal, Delay Poison, Heat Metal; 3-level; Cure Moderate Wounds, Daylight, Plant Growth, Remove Disease; 4-level; Antiplant Shell, Control Water, Giant Vermin; 5-level; Awaken.
