Unlit NPC: The Faranth Piper

The Faranth Piper

The Faranth Piper is an NPC developed from the faranth presented in the scenario 'Deep Freeze', Dungeon Magazine number 83. Yes, I know the scan of the faranth is messed up. I did so intentionally, so as to have an illustration for the Piper, but not get WotC mad at me. I really like what they're making, which is why I did it.

Anyways, the Faranth Piper is the stuff of nightmares. A member of a race of grotesque creatures that once held dominion over most of the world millions of years ago, they now reside in suspended animation beneath the glaciers of the Stormtops in my world. Having slimy, purplish-black skin, they resemble nothing as much as a huge, lumpy toad with tentacles where the head should be. A faranth senses its surroundings by means of some unfathomable extra-sensory perception, and will therefore not be fooled by invisibility or Move Silently / Hide skills. Only true other-dimensional movement will fool the faranth.

The Faranth Piper is a viceroy of its species - being a creature of middling power, as these things go. It communicates by playing notes on its curiously wrought pan flute - something which also gives it powers that can be most likened to Bardic powers. Its only motivation is that it wishes to release its Emperor, so as to rebuild their society - and, of course, enslave all species on the world, as they did before.

The Faranth Piper, scanned
from Dungeon Magazine 83

As a monster, the faranth attacks with tentacles (grab) and two claw attacks. It moves 20 ft climb, crawl and swim. Its Charisma score merely reflects its "force of presence" - obviously, it's uglier than a bag full of goblins, and the high Charisma score shouldn't be considered beauty. Its magical items are obviously usable by others, but will (each) incur a 2-level negative penalty as long as they are worn.

If at all possible, the Faranth Piper will have cast resistance (+1 ST) on itself, as well as protection from chaos (+2 AC and saves), divine favor (+2 on attack and damage), shield of faith (+3 deflection AC), endurance, and cat's grace. The roll of the die on is assumed to be "2", granting a +3 bonus to Dexterity and Constitution.

Race: faranth Gender: ? Age: ? Class: Monster 4 / Bard 4 / Cleric 6 Alignment: LE
Size: H Height: Weight: Hair: none Eyes: none
Role-playing Hooks: Wants to free its Emperor, so that they can rule the world! Obviously.

 ATTRIBUTE  SCORE  MOD  TEMP  MOD
 Strength 22 +6
 Dexterity 14 +2 17 +3
 Constitution 17 +3 20 +5
 Intelligence 22 +6
 Wisdom 22 +6 28 +9
 Charisma 14 +2

 INITIATIVE SIZE STAT MISC TOT 
 UNBUFFED -2 +2 +4 +4 
 BUFFED -2 +3 +4 +5 
 (Cat's Grace)

 ARMOR CLASS BASE STAT MISC TOT 
 BASE 10 +2-2 +7+4 21 
 TOUCH 10 +2-2 +4+3 17 
 BUFFED 10 +3-2 +4+7+3 25 
 (Protection From Chaos [+2 AC] not included,
 Shield of Faith [+3 deflection AC])

 HIT POINTS
 NORMAL: 105 
 BUFFED: 125 
 (Endurance)

 CURRENT HP:

 


 SAVING THROW  BASE  STAT  MISC TOT 
 Fortitude +1+5 +5 +4 +15 
 Reflex +4+2 +3 +4 +13 
 Will +4+5 +9 +4+2 +24 
 Resistance grants +1 on ST

 WEAPON BAB STAT MISC TOT 
 Grab [Tentacles] +10/+5 +6 +2 +18/+13 
 (1d4+6 [1d4+8] subdual/2d6+6 [2d6+8] real, 20/x2)
 Claw +8 +6 +2 +16 
 (1d6+6 [1d6+8], 20/x2)

 CLASS FEATURES, FEATS, SPECIAL QUALITIES
 Extra-Dimensional Perception SQ 
 Grab SQ 
 Improved Initiative Feat 
 Alertness Feat 
 Iron Will Feat 
 Multiattack Feat 
 Power Attack Feat 
 Natural Armor +7 SQ 
 Claws SQ 
 Feat Class/Feat/SQ 
 Feat Class/Feat/SQ 
 Feat Class/Feat/SQ 

 MAGIC ITEMS GP VALUE 
 Pan Flute of Wisdom (+6 Wisdom) 72 000 
 Tentacle Piercing of Mage Armor 12 000 
 Tentacle Piercing of Resistance [+4]
 and Protection [+4]
64 000 
 TOTAL COST: 148 000 

 EQUIPMENT
 None. It's a monstrosity, after all.
 CROSS  SKILL  STAT  RANKS  STAT  MISC  TOTAL
 N  Alchemy  Int  0  +0  +0  +0
 N  Animal Empathy  Cha  0  +0  +0  +0
 N  Appraise  Int  0  +0  +0  +0

 N  Balance  Dex*  0  +0  +0  +0
 N  Bluff  Cha  0  +0  +0  +0

 N  Climb  Str*  6  +6  +0  +12
 N  Concentration  Con  10  +5  +0  +15
 N  Craft (any)  Int  8  +6  +0  +14

 N  Decipher Script  Int  0  +0  +0  +0
 N  Diplomacy  Cha  0  +0  +0  +0
 N  Disable Device  Int  0  +0  +0  +0
 N  Disguise  Cha  0  +0  +0  +0

 N  Escape Artist  Dex*  0  +0  +0  +0
 N  Forgery  Int  0  +0  +0  +0

 N  Gather Information  Cha  0  +0  +0  +0

 N  Handle Animal  Cha  0  +0  +0  +0
 N  Heal  Wis  0  +0  +0  +0
 N  Hide  Dex*  9  +3  -2  +10

 N  Innuendo  Wis  0  +0  +0  +0
 N  Intimidation  Cha  8  +2  +0  +10
 N  Intuit Direction  Wis  0  +0  +0  +0

 N  Jump  Str*  0  +0  +0  +0

 N  Knowledge (any)  Int  6  +6  +0  +12
 N  Knowledge (engineering)  Int  9  +6  +0  +15

 N  Listen  Wis  9  +9  +0  +18

 N  Move Silently  Dex*  7  +3  -2  +8

 N  Open Lock  Dex  0  +0  +0  +0

 N  Perform (flute)  Cha  8  +2  +0  +10

 N  Pick Pocket  Dex*  0  +0  +0  +0
 N  Profession ()  Wis  0  +0  +0  +0

 N  Read Lips  Int  0  +0  +0  +0
 N  Ride  Dex  0  +0  +0  +0

 N  Scry  Int  0  +0  +0  +0
 N  Search  Int  6  +6  +0  +12
 N  Sense Motive  Wis  6  +9  +0  +15
 N  Speak Language  None  0  +0  +0  +0
 N  Spellcraft  Int  0  +0  +0  +0
 N  Spot  Wis  9  +9  +0  +18
 N  Swim  Str  0  +0  +0  +0

 N  Tumble  Dex*  0  +0  +0  +0

 N  Use Magic Device  Cha  0  +0  +0  +0
 N  Use Rope  Dex  0  +0  +0  +0

 N  Wilderness Lore  Wis  0  +0  +0  +0

* means armor check and encumbrance penalties also applies

Clerical Domains:

Death (death touch once per day, melee touch attack 6d6),
Law (cast law spells at +1 caster level)
Prepared Divine Spells (0:5/1:6+1/2:5+1/3:4+1):
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Guidance, Virtue
Level 1: Bane, Cause Fear, Divine Favor [+2 attack, damage], Endure Elements (x2), Shield of Faith [+3 AC deflection], Domain: Protection from Chaos
Level 2: Augury, Cure Moderate Wounds, Endurance, Enthrall, Silence, Domain: Death Knell
Level 3: Contagion, Create Food and Water, Cure Serious Wounds, Meld Into Stone, Domain: Animate Dead

Bard Spells Known (0:3/1:2/2:1):
Level 0: Daze, Detect Magic, Ghost Sounds, Mending, Read Magic, Resistance
Level 1: Charm Person, Protection from Evil, Sleep
Level 2: Blur, Cat's Grace