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Blood and Soul (Part 2 of 2)

Blood and Soul (Part 2 of 2)

Chris McFann, Channor(Illustration by Chris McFann)

There are places where the border between realities is thin, places where the energies of the inner planes can easily pour through: places like volcanoes and the Blood Caves.

[previously]

The Thing That Cuts

The thinning of the veil trap and the healer’s touch trap need something, someone, to activate their effects. Channor the Cruel, Champion of Hunger, can easily fulfill that need.

Channor the Cruel (CR 5)

XP 2400
Ghoul antipaladin 4
CE Medium undead
Init
+5; Senses darkvision 60 ft.; Perception +12
Aura
cowardice (10 ft.) …

DEFENSE
AC
22, touch 17, flat-footed 16 (+3 armor, +1 deflection, +5 Dex, +1 Dodge, +2 natural)
hp
55 (2d8+4d10+24)
Fort
+12, Ref +10, Will +14
Defensive Abilities
channel resistance +2, unholy resilience +4

OFFENSE
Speed
30 ft.
Melee
bite +10 (1d6+2 plus disease and paralysis) and 2 claws +10 (1d8+2 plus paralysis)
Ranged
dart +10 (1d4+2)
Special Attacks
paralysis (1d4+1 rounds, DC 13, elves are immune to this effect), smite good (2/day, +4 attack and AC, +4 damage)
Spell-Like Abilities
(CL 4th; concentration +8)
At Will—detect good
Antipaladin Spells Prepared
(CL 1st; concentration +5)
1st—disguise self

TACTICS
Before Combat
Channor uses disguise self to appear more benign, enabling him to get closer to his targets.
During Combat
Channor attacks paladins and clerics first as they represent the greatest threat to him.
Morale
Channor fears his second death. When brought under 20 hp, he tries to flee.

STATISTICS
Str
15, Dex 20, Con —, Int 13, Wis 16, Cha 18
Base Atk
+5; CMB +7; CMD 22
Feats
Dodge, Improved Natural Attack (claws), Weapon Finesse
Skills
Acrobatics +9, Climb +11, Knowledge (religion) +10, Perception +12, Stealth +14
Languages
Common
SQ
aura of evil, channel negative energy (DC 16, 2d6), cruelty (fatigued), plague bringer, touch of corruption (2d6, 6/day)
Gear
6 darts, dust of illusion, masterwork studded leather, ring of protection +1, small centipede poison (10 doses), 300 gp

SPECIAL ABILITIES
Disease (Su)
Ghoul Fever: bite—injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

(This post is Product Identity.)

3 thoughts on “Blood and Soul (Part 2 of 2)”

  1. Well, thank you!

    I must admit that Channor scares me a little, I think that combined with the trap and some clever tactics he really could hurt a party – which is kind of the point :-)

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