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Elluvia Maure

The following originally appeared on a forum thread that, alas, no longer seems to exist. Elluvia Maure was one of the "Unique Entities of the Alternate World" and appeared here.

This rendition of her was posted by Kain Darkwind on Fri May 23, 2008 2:00 am. She appears to be a somewhat customized Wizard (Enchantress) 15/Thrall of Malcanthet 10. He places her on Shendilavri, which is Malcanthet's level of The Abyss. He gives her two Abyssal Heritor feats - Keeper of Forbidden Lore, and Otherworldly Countenance - which just happen to be exactly the same two Abyssal Heritor feats that Brianna has.

I googled the picture he included and it is somebody's idea of a Sorceress. Elluvia is a red-head and the staff looks Necromantic, which is forbidden to her, but everything else about it seems perfect to me.


Female Human Wizard (Enchantress) 15/ Thrall of Malcanthet 10

Medium Humanoid (Human)
Hit Dice: 25d6 + 75 (225 hp)
Initiative: +5
Speed: 30 ft., fly 50 ft. (average)
Armor Class: 38 (+6 armor, +8 deflection, +5 Dex, +9 natural), touch 23, flat-footed 33
Base Attack/Grapple: +13/+18
Attack: Scourge +23 melee (1d8+6 and 1 Con) or spell +18 ranged touch or +14 melee touch
Full Attack: Scourge +23/+18 melee (1d8+6 and 1 Con)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Betrayal, draining kiss, fascinating presence, legendary charm, sneak attack +3d6, spell-like abilities, spells, telepathic gaze
Special Qualities: Damage reduction 10/cold iron and good, darkvision, immunity to electricity and poison, reflect enchantment, resistance to acid 10, cold 10 and fire 10, spell resistance 28
Saves: Fort +16, Ref +18, Will +26
Abilities: Str 13, Dex 21, Con 17, Int 26, Wis 16, Cha 26
Skills: Bluff +52, Concentration +31, Craft (alchemy) +17, Decipher Script +25, Diplomacy +62, Disguise +15 (+19 acting), Gather Information +30, Intimidate +47, Knowledge (arcana) +36, Knowledge (history) +36, Knowledge (nobility and royalty) +36, Knowledge (the planes) +38, Knowledge (religion) +36, Listen +15, Perform (dance) +29, Perform (sing) +29, Sense Motive +31, Spellcraft +42, Spot +15
Feats: Abyss-Bound Soul (Malcanthet), Dark Speech, Evil Brand, Extend Spell, Fortify Spell, Greater Spell Focus (enchantment), Keeper of Forbidden Lore, Otherworldly Countenance (beauty), Persistent Spell, Persuasive, Quicken Spell, Spell Focus (enhancement), Thrall to Demon (Malcanthet), Twin Spell
Epic Feats: Epic Spell Focus (enchantment), Epic Will
Climate/Terrain: Shendilavri (the Abyss)
Organization: Solitary (unique)
Challenge Rating: 20
Treasure: Possessions
Alignment: Chaotic Evil

Betrayal: Anytime Elluvia Maure deals damage to an ally with a weapon or spell, the victim must make a Will save (DC 30) or be stunned for 1d4 rounds.
Draining Kiss (Su): Elluvia can bestow one negative level upon any creature she lures into an act of passion or plants a kiss upon. An unwilling target must be grappled. The Fortitude DC to remove the negative level is 30.
Fascinating Presence (Su): Twice per day, Elluvia can focus her attention on a target within 30 ft. who can see her. If the target fails a Will save (DC 30), it is fascinated for as long as Elluvia remains in sight.
Legendary Charm (Sp): Elluvia can cast dominate monster (DC 32) on a creature with a permanent duration. She may only have one creature dominated in this fashion at a single time.
Spell-like Abilities: Caster level 22nd
At will - charm monster;
1/day - dominate monster (DC 32), heroism, hold monster (DC 28), insanity (DC 30), power word kill, power word stun, mass suggestion (DC 29), touch of idiocy.
Spells: Elluvia casts spells as an enchantress. Her prohibited schools are Evocation and Necromancy
Wizard spells per day: 6/6/6/6/5/5/9/5/4 (Caster level 22nd, DC 18 + spell level, Enchantment DC 23 + spell level)
Telepathic Gaze (Ex): Elluvia can communicate telepathically with any creature within 100 feet that meets her gaze. She also detects thoughts (as per the 3rd round of concentration) on any such creature who fails a Will save (DC 30). She gains a +5 circumstance bonus on Bluff, Diplomacy and Intimidate checks against any creature whose thoughts she is reading.
Reflect Enchantment: Whenever Elluvia makes her save against an enchantment spell, the spell is reflected back upon its original caster as if Elluvia had cast it herself.
Possessions: +5 adamantine scourge of wounding, bracers of armor +6, ring of wizardry (VII), cloak of resistance +5, robe of scintillating colors (no max duration), wand of web.


ABYSS-BOUND SOUL [VILE]

You have pledged your immortal soul to a particular demon lord in return for a gift that aids your evil works in life.

Prerequisites: Evil Brand, Thrall to Demon
Benefit: Your evil brand incorporates the personal symbol of your demon lord patron, who watches over you from the Abyss. You gain a +2 bonus on saving throws made against spells with the good descriptor. Additionally, a tiny portion of your patron's power infuses your body, granting you an additional benefit. The exact benefit gained depends on who your patron is, as given below.
Baphomet: You deal double damage with weapons when you charge.
Dagon: You can breathe water as well as you can breathe air.
Demogorgon: Once per day, you can automatically summon a tanar'ri equal to or less than one-half your character level. The summoned demon follows your commands and remains at your side for up to 1 hour. This ability is the equivalent of a spell cast at a level equal to your character level.
Fraz-Urb'luu: You cast illusion spells at +1 caster level.
Graz'zt: You have immunity to fear effects.
Jubilex: You gain resistance to acid 5 (or your current resistance to acid increases by 5).
Kostchtchie: You gain resistance to cold 5 (or your current resistance to cold increases by 5).
Malcanthet: You cast enchantment spells at +1 caster level.
Obox-ob: Your natural armor bonus increases by 1
Orcus: You cast necromancy spells at +1 caster level.
Pale Night: You gain immunity to insanity and confusion effects.
Pazuzu: When flying, you gain a +2 profane bonus on Reflex saves.
Yeenoghi: When you attack with natural weapons, you gain a +1 profane bonus on attack and damage rolls
Zuggtmoy: You ignore extra damage from critical hits and sneak attacks 25% of the time.
Special: When you die, your soul becomes the personal plaything of your demon patron. You can be restored to life only by true resurrection, miracle, or wish.

DARK SPEECH [VILE] (Fiendish Codex I: Hordes of the Abyss)

The character learns a smattering of the language of truly dark power.

Prerequisite: Base Will save bonus +5, Int 15, Cha 15.
Benefit: The character can use the Dark Speech to bring loathing and fear to others, to help cast evil spells and create evil magic items, and to weaken physical objects. The four basic uses are detailed below.


Dread: Whenever you use Dark Speech in this manner, you take ld4 points of Charisma damage, and every other creature in a 30-foot radius must attempt a Will save (DC 10 +1/2 your character level + your Cha modifier). The result of a failed save by a listener depends on the listener's character level and alignment, as detailed on the table below.

Levels 1-4 Nonevil Listener is shaken for 1d10 rounds and must flee from you until you are out of sight.
Evil Listener cowers in fear for 1d10 rounds.
Levels 5-10 Nonevil Listener is shaken for 1d10 rounds.
Evil Listener is charmed by you (as charm monster) for 1d10 rounds.
Levels 11+ Nonevil Listener is filled with loathing for you but not otherwise influenced.
Evil Listener is impressed, and you gain a +2 competence bonus on attempts to change his attitude in the future.

Power: Whenever you use Dark Speech in this manner, you take 1d4 points of Charisma damage. By incorporating the Dark Speech into the verbal component of a spell, you increase its effective caster level by 1. By using it during the creation of an evil magic item, you increase its caster level by 1 without increasing the cost.

Corruption: As a full-round action, you can whisper vile words at an inanimate object and reduce its hardness by half. This use does not drain you, but you cannot use the ability more than once on a single object.

Dark Unity: You can use Dark Speech to establish a hive mind in any swarm of vermin or animals with an Intelligence score of 2 or lower. Thereafter, you can give the swarm one command as per the suggestion spell (caster level equals your Hit Dice). Whenever you infuse a swarm in this manner, you take ld4 points of Constitution damage.


Special: The character gains a +4 circumstance bonus on saving throws made when someone uses the Dark Speech against him or her.
Normal: Attempting to utter a word of the Dark Speech always ends in immediate death for a speaker who is not trained in its dark power. Fortunately, it is impossible to make someone use the Dark Speech if he or she is unwilling, because the language's pronunciation is so exacting.

EVIL BRAND [VILE]

The character is physically marked forever as a servant of an evil power greater than herself or as a villain who does not care who knows that she seeks only death, destruction, and misery for others. The symbol is unquestionable in its perversity, depicting a depravity so unthinkable that all who see it know beyond a doubt that the bearer is forever in the sway of the blackest powers.

Benefit: Evil creatures automatically recognize the symbol now emblazoned upon the character as a sign of her utter depravity or discipleship to a powerful patron, although the specific identity of the patron is not revealed. She gains a +2 circumstance bonus on Diplomacy and Intimidate checks made against evil creatures.

KEEPER OF FORBIDDEN LORE [ABYSSAL HERITOR]

Prerequisite: Int 13.
Benefit: You gain a bonus on Knowledge (the planes), Spellcraft, and bardic knowledge checks. The magnitude of this bonus equals the number of Abyssal heritor feats you possess. In addition, Knowledge (the planes) and Spellcrafr are always class skills for you, and you can use them untrained.
Special: You have trouble acquiring information in more conventional ways, which translates to a -2 penalty on Gather Information checks.

OTHERWORLDLY COUNTENANCE [ABYSSAL HERITOR]

Prerequisite: Cha 15.
Benefit: When you take this feat, you must decide whether you are unusually beautiful or unusually hideous. Once you make this choice, you cannot change it. You gain a bonus on Perform checks (if you chose beauty) or Intimidate checks (if you chose ugliness) equal to the number of Abyssal heritor feats you possess.
As a full-round action, you can attempt to distract a target within 30 feet by focusing your attention upon it. The target must be able to see you and can resist your distracting appearance by making a Will save (DC 10 + 1/2 your character level + your Cha modifier). Failure indicates that the target is fascinated (if you are beautiful) or sickened (if you are ugly) for as long as you remain in its line of sight. You can affect a specific creature in this manner only once per day. This ability is usable a number of times per day equal to the number of Abyssal heritor feats you possess.
Special: Your appearance is so striking that it's difficult to hide. You take a -2 penalty on Disguise checks.

THRALL TO DEMON [VILE]

The character formally supplicates himself to a demon prince. In return for his obedience, the character gains a small measure of power.

Benefit: Once per day, while performing an evil act, the character may call upon his demonic patron to add a +1 luck bonus on any one roll.
Special: Once a character takes this feat, he may not take it again; he may not be the thrall of more than one demon. Nor may he take the Disciple of Darkness feat.


Copyright © 2015 by Brianna Sollandry <brianna at hambo dot com> Ph'nglui mglw'nafh Cthulhu
R'lyeh wgah-nagl fhtagn.
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