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Larloch, the Shadow King

Larloch, the Sorcerer King
(as published in Lords of Darkness)

Male human lich Wizard 20/Epic 12; CR 34; Medium-size undead; HD 20d12; hp 134; Init +11; Spd 30; AC 32 (touch 19, flat-footed 28); Atk +19 melee touch (1d8+4 [Will DC 28 half] plus paralysis, lich touch) or +17 ranged touch (by spell); SA Fear aura; SQ Uncanny dodge (Dex bonus to AC, can't be flanked), DR 15/silver, darkvision 60 ft (120 ft with robe of eyes, displacement, evasion, freedom of movement, immunities, protected from magic missiles, invisibility, see invisible and ethereal within 120 ft, silver vulnerability, spell turning, +4 turn resistance, undead qualities; SR 23; AL LE; SV Fort +21, Ref +25, Will +31; Str 18, Dex 24, Con 10, Int 34, Wis 24, Cha 16. Height: 6 ft. 1 in.

Skills and Feats: Alchemy +42, Concentration +31, Diplomacy +16, Hide +25, Innnuendo +17, Intimidate +6, Knowledge (arcana) +42, Knowledge (architecture & engineering) +26, Knowledge (geography) +28, Knowledge (history) +32, Knowledge (local) +32, Knowledge (nature) +32, Knowledge (nobility & royalty) + 27, Knowledge (the planes) +32, Knowledge (religion) +27, Knowledge (undead) +32, Listen +27, Move Silently +25, Ride (horse) +19, Scry +42, Search +48, Sense Motive +28, Spellcraft +42, Spot +44; Alertness, Combat Casting, Craft Staff, Craft Wondrous Item, Delay Spell, Eschew Materials, Improved Counterspell, Improved Initative, Quicken Spell, Scribe Scroll, Silent Spell, Spell Mastery (bestow curse, chain lightning, devastate undead, dispel magic, disintegrate, fireball, fly, magic missile, teleport, time stop), Spell Penetration, Still Spell.

Curses (Su): Trails of emerald energy occasionally travel across Larloch's body. These manifestations are a side effect of the defensive curses he protects himself with.If he touches a creature, or is struck by a touch attack or unarmed strike, the target creature or attacking creature is affected by a bestow curse spell (saving throw and SR apply). In addition to the possible effects listed in the PHB, Larloch's curses can also cause the target creature to assume a withered and horrific appearance, or make them appear rotting and covered in sores. Some of Larloch's curses take effect days or weeks after this contact. A creature trying to remove one of these curses must make a caster level check to succeed, even with spells such as remove curse.
Fear Aura (Su): This ability operates continuously. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed at a Will save or be affected as though by afear spell as cast by a 32nd-level sorcerer.
Immunities (Ex): Larloch is immune to cold, electricity, polymorph, and mind-affecting attacks. Larloch is also immune to one arcane spell per spell level, but which spells those are is unknown.
Silver Vulnerability (Ex): Larloch suffers double damage from silver weapons. This unique vulnerability is a side effect of some of the permanent magical alterations he has made to his body.
Spell-like Abilities: Through the use of wish spells and lengthy rituals (each of which costs him a spell slot of levels 1st-9th), Larloch can use each of the following spells once per day as a spell-like ability: magic missile, web, dispel magic, arcane eye, animate dead, chain lightning, control undead, devastate undead (see the appendix), and energy drain.
Epic-Level Abilities: Bonus spell level x12 (included in the listing below).

Wizard Spells per Day: 4/7/7/7/6/6/6/6/5/1/1/1/1/1/1/1/1/1/1/1/1. Base DC = 22 + spell level. Larloch typically carries a variety of attack, defensive, and utility spells, including a quickened teleport, a quickened time stop, and a quickened wail of the banshee. All his spells are prepared with the Eschew Materials feats if necessary and possible, and many are prepared with the Delay Spell and Still Spell feats.
Spellbook: As a wizard dating back to thee time of Netheril, Larloch has access to spellbooks containing all arcane spells from the PHB, the FRCS, this book, and any other source you deem appropriate.

Possessions: Amulet of the planes, belt of proof against detection and location (as amulet), bracers of armor +8, cloak of resistance +5, pair of gloves of storing, +1 light mace of disruption (50%normal size with permanent reduce, used as a focus for devastate undead spell), ring of threee wishes, ring of x-ray vision, robe of eyes, staff of the magi, major vest of displacement (as cloak), winged boots (4 hours per day).
Ioun Stones: bright silver cylinder (as cloak of etherealness, double duration), cerulean blue rhomboid (as ring of freedom of movement), dark blue rhomboid (Alertness), dark green ellipsoid (+5 luck bonus to AC), dark orange dodecahedron (SR 21), dark purple triangle (as ring of wizardry III), dark purple pyramid (as ring of wizardry IV), dark red cube (as medallion of thoughts), deep red sphere (+6 Dex), dull orange rhomboid (as brooch of shielding), dusty rose prism (+5 deflection), incandescent blue sphere (+6 Wis), 2 lavender and green ellipsoids (absorbs spells of up to 8th level), mottled gray sphere (as ring of counterspells [normally holds a disintegrate], evasion, invisibility, and spell turning), pale green prism (+5 competence bonus on attack rolls, saves, and checks), pale lavender ellipsoid (absorb spells of up to 4th level), pale white sphere (recall three 9th-level spells, as as perl of power), pearlized brown ellipsoid (as as boots of speed, a free action to activate), pearly black spindle (undead regenerate 1 hp of damage/hour), rich green star (as as +5 stone of good luck), scarlet and blue sphere (+6 Int), shining black spiral (as as helm of telepotation), 2 vibrant purple prisms (stores 6 levels of spells).
Wealth: Laroch has an addiitonal 3,000,000 gp or more worth of magic items and treasure in his lair

Larloch appears as a bleached skeleton; his flesh long ago decayed away. He wears rather fine robes, and is often seen carrying a small mace, though this may also be hidden in a glove. He has stringy, white hair spilling down to his shoulders, and his eyes are glowing points of red, within empty sockets. A stunning rainbow of glowing stones orbits above his head, granting Larloch incredible powers that no "normal" being might be expected to have. he is also often noted to have strange currents of green lightning running along his body, though few who ever discover its purpose have a chance to warn others. Of course, he may just as easily appear as anyone else, hiding his identity behind illusions, and, of course, most will find it difficult to bypass his defenses, paramount among them being around 60 other lich wizards who serve him, and will never see any glimpse of the Shadow King.

The above is a direct copy of the character, as published in Lords of Darkness. Sadly, I don't have permission to copy this, but I will risk it, as a comparison to what I've done. While it pleased me to have stats for this ancient monster, and they were decent enough, I felt that he was lacking in too many places, most of whilch were the result of his time of publication, in relation to that of other works. Thus, I have written what I consider to be a more "up to date" version of the character.

Larloch, the Sorcerer King

Male lich (human, Netherese) Wizard 27/Archmage 5/Netherese Arcanist 5/Epic 3; CR 41; Medium-size undead; HD 29d12+5; hp 134; Init +11; Spd 30; AC 32 (touch 19, flat-footed 28); Atk +19 melee (1d8+4 [Will DC 28 half] plus paralysis, lich touch) or +17 ranged touch (by spell); SA Damaging touch, paralyzing touch, fear aura, spells; SQ Uncanny dodge, DR 15/silver, darkvision 60 ft (120 ft with robe of eyes, displacement, evasion, freedom of movement, immunities, protected from magic missiles, invisibility, see invisible and ethereal within 120 ft, silver vulnerability, spell turning, archmage high arcana, netherese arcanist benefits, epic-level benefits, immunities, +4 turn resistance, undead qualities; SR 23; AL LE; SV Fort +21, Ref +25, Will +31; Str 18, Dex 24, Con --, Int 34, Wis 24, Cha 16. Height: 6 ft. 1 in.

Skills and Feats: Alchemy +42, Concentration +31, Diplomacy +16, Hide +25, Innnuendo +17, Intimidate +6, Knowledge (arcana) +42, Knowledge (architecture & engineering) +26, Knowledge (geography) +28, Knowledge (history) +32, Knowledge (local) +32, Knowledge (nature) +32, Knowledge (nobility & royalty) + 27, Knowledge (the planes) +32, Knowledge (religion) +27, Knowledge (undead) +32, Listen +27, Move Silently +25, Ride (horse) +19, Scry +42, Search +48, Sense Motive +28, Spellcraft +42, Spot +44; Automatic Ignore material Components (special), Combat Casting, Craft Magic Arms and Armor, Craft Ring, Craft Rod, Craft Wondrous Item, Empower spell, Epic Spellcasting, Heighten spell, Improved Initative, Leadership, Maximize spell, Multispell (x2), Pernicious magic, Planar Turning, Quicken spell, Scribe Scroll, Spellcasting Prodigy, Undead Mastery.
(Larloch's feats) Alertness, Combat Casting, Craft Staff, Craft Wondrous Item, Delay Spell, Eschew Materials, Iproved Counterspell, Improved Initiative, Quicken SpellScribe ScrollSilent Spell, Spell Mastery (bestow curse, chain lightning, devastate undead, dispel magic, disintegrate, fireball, fly, magic missile, teleport, time stop), Spell Penetraton, Still Spell.

Special Attacks: Damaging Touch, Paralyzing Touch, Fear Aura, Curses, Spells.

Special Qualities: Archmage high arcana: Mastery of Counterspelling, Mastery of Elements, Arcane Reach, Spell-Like Ability (spell turning, devastate undead 2/day). Netherese Arcanist Abilities: Greater Spell Focus (epic), Backlash Resistance (5), Field Specialization (variation/[mentalism]), Epic Spell Artisan, Epic-Level Benefits: 5 effective levels of archmage, 4 effective levels of wizard. TR +4, SR 23, Ravenloftian Undead Control, Lich Sight, Animating Touch, Augmented Spellcasting, Fast Healing 20, Magic Mimicry, DR 15/silver.

Wizard Spells per Day: 6/16/16/16/10/10/9/9/8/8/3/3/3/2/2/2/2. Base DC = 28 + spell level, 30 + spell level for compulsion spells. Larloch has access to every spel he wants in any source material, at the DM's disgression.

Epic Spells per Day: 6
Larloch has knowledge of a number of epic spells, including the ones necessary to create Netherese flying enclaves. His field of seeds specialization is Variation, while he has no access to seeds in the field of Mentalism.

Possessions: +5 weightless mithral full plate armor, greater vestments of power and faith, boots of speed, bracers of armor +10, absorbing shield, belt of holy might, periapt of wisdom, cloak of resistance +5, forehead gem of true-seeing, ring of luck, ring of the Tyrant's Hand (transforms the right hand into a an adamantine +5 lawful unholy gauntlet), staff of fiendish darkness, rod of lordly rulership (a combined rod of lordly might and rod of rulership), banesword, wraithblade.

Larloch is

Changes: Kinda for you, and kinda for me, I am listing some of the more profound changes I have made to Larloch, so that I remember, and you can see why I felt it necessary.

Note: Unlike many other characters on my site, which are all original, Larloch is an official Dungeons & Dragons creation. I am only modifying him to an epic level as he might appear in the Epic Level Handbook, had he been included, and adding some Netherese-based history elements that weren't in publication when the FRCS Lords of Darkness suppliment was released. Credit for the character must go to WotC, or whoever it belonged to before they bought it, and the name Larloch is copyrighted by them. See Larloch in the WotC book, Lords of Darkness.

Epic Spell: Larloch's Flying Citadel
Transmutation (Netherese)
Spellcraft DC: 55
Components: V, S, Ritual, XP
Casting Time: 1 day
Range: 1 mile
Target: Mountain (rough cone of earth 1 mile tall and 1 mile in radius at the base)
Duration: Permanent
Saving Throws: None
Spell Resistance: No
Development: 385,000 gp; 8 days; 15,400 XP. Seeds: transform (DC 16 [-5 for field specialization]), transport (DC 22 [-5 for field specialization]). Factors: Increase Range (+34 DC), hardness of stone (+4 DC), make transport permanent (x5 DC, DO LAST!!!), increase mass of transport (ad hoc +40 DC). Mitigating Factors: Increase casting time (-20 DC), burn 5,000 XP (-50 DC), Additional Participants (5 4th-level slots; -35 DC).

This spell is a modified version of Proctiv's Move Mountain epic spell, as presented in Player's Guide to Faerun, modified by prestige class abilities, and made usable at a "believeable" level. Otherwise, it does the same thing as the base spell, floating a chopped mountain into the sky, so that arrogant mages can have floating cities. HAHAHAHAHAHAHA!!!

Denizens and Defenses of the Warlock's Crypt

The Warlock's Crypt is the domain of Larloch, the Shadow King. It consists of the ruins of a Netherese flying city, and the towers of a number of wizards, all walled together and warded. It is the dwelling of not only Larloch, himself, but also a number of other powerful liches, and copious amounts of other undead, such as vampires, wights, and skeletons. The area is also covered over by various spellwebs, regions of magical energy that inflict various painful effects on trespassers.

Guardians:

  • Liches: A number of liches (approximately 40) are known to dwell in the Warlock's Crypt. Many of them are survivors of fallen Netheril, while others are later additions that Larloch has permitted. These undead spellslingers are the most prominent reason Larloch's home hasn't been ransacked. No less than 14 Red Wizards and their entourages have attempted to sieze the Warlock's Crypt, and plunder its treasures. To this date, none have succeeded, and only Szass Tam has ever safely come and gone, and he was invited by the Shadow King.
  • Vampires: Along with the high concentration of liches at larloch's home, there are also a number of vampires. Many of these are wizards, too, while others are used to patrol the grounds, seeking living intruders.
  • Other Undead:
  • Wards: This takes the form of a powerful mythal, and it possesses a number of dire effects, many of which are directed toward weakening the living, and depriving spellcasters of their "ammunition". Known effects include various death spells, a block on healing magics, and a block on teleportation powers. Those who dare to brave Larloch's home will find that they can only do so on his terms, and leave only if he allows it.

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