Nevron - Printable Version +- Thay - Realm of the Red Wizards (https://thaypw.com) +-- Forum: Realm (https://thaypw.com/forumdisplay.php?fid=7) +--- Forum: World Background (https://thaypw.com/forumdisplay.php?fid=5) +---- Forum: NPCs of Thay (https://thaypw.com/forumdisplay.php?fid=54) +---- Thread: Nevron (/showthread.php?tid=202) |
Nevron - Balanor - 07-15-2009 Source: Spellbound (AD&D), circa 1368 DR Human Male Conjurer 24 Str 7; Dex 11; Con 15; Int 18; Wis 14; Cha 15 Armor Class: 5 (robe of the archmagi) Move: 12 Hit Points: 40 Number of Attacks: 1 Damage: 1d6+3 (staff of striking) THAC0: 13 (10 with staff) Alignment: NE Magical Items: Ring of wizardry (doubles 1st through 3rd level spells), robe of the archmagi, staff of striking Age: 77, Ht: 5.6., Wt: 180 lbs. Hair: Gray, Eyes: Blue Spells: 16/16/16/8/8/8/8/8/7 (includes bonus spells and ring of wizardry) Nevron replaced Sabass, the former Zulkir of Conjuration/Summoning, when Szass Tam’s campaign of assassination virtually eliminated the Researchers faction and Sabass along with it. Nevron stepped in to fill the void and is now one of the most aggressively expansionist zulkirs in Thay. Despite the fact that he has Szass Tam to thank for his current position, Nevron hates the Zulkir of Necromancy and has allied with Lauzoril, Zulkir of Enchantment, to oppose him. Currently, Nevron is working with Lauzoril and Aznar Thrul, the scheming Zulkir of Invocation, to perfect a new plan for invading and at least partially conquering the troublesome nation of Rashemen. Nevron’s legions are very powerful and include many enchanted creatures, and he feels that this invasion will succeed where the previous ones have failed. Zulkir of Conjuration/Summoning. Nevron (NE hm Con24): This relatively new zulkir is an aggressive expansionist and hates Szass Tam. He is presently scheming with zulkirs Lauzoril and Aznar Thrul to invade and finally conquer Rashemen. Nevron, Zulkir of Conjuration/Summoning (Human male 24th-level conjurer), AC 5; MV 12; hp 40; THAC0 13; #AT 1; Dmg By weapon; SZ M; ML 18; AL NE; XP 18,000. S 7, D 11, C 15, I 18, W 14, Ch 15. Spells: 16/16/16/8/8/8/8/8/7 (includes bonus spells and ring of wizardry extra spells). Special Equipment: ring of wizardry (doubles first through third-level spells), robe of the archmagi, staff of striking. Description: 5’6” and 180 lbs., Nevron replaced the prior zulkir that Szass Tam had assassinated. Despite being hand-picked by the lich, Nevron loathes the Zulkir of Necromancy and is a staunch supporter of Lauzoril’s and Aznar Thrul, the Zulkir of Invocation, in assembling a viable plan to invade and conquer Rashemen. Nevron’s legions are powerful and include many enchanted creatures. He’s confident that the current alliance’s goal will be achieved and be achieved soon. Source: Lords of Darkness (AD&D), circa 1372 DR Nevron, the zulkir of Conjuration, has no interest in the success of the enclaves and has been focusing his attention on creating scrolls of demon-summoning spells. He is known to own a ring of wizardry and robe of the archmagi, and many suspect he has demonic allies. Nevron opposes Szass Tam and is casually allied with Lauzoril, although he would betray the enchanter instantly if doing so would advance his own power. Source: Unclean (4th Edition Novel), circa 1375 DR Nevron has several tattoos on his face and body. Some take on the appearance of hideous faces. He has a constant sneer on his face and a brimstone smell of his demon servitors cling to his person. Nevron despises the vast majority of human beings, preferring the company of demons and devils. He often entertains the idea of seeking a new destiny in other worlds such as the Blood Rift, The Barrens, and similar realities. In order to achieve that he tries to develop powers comparable to denizens of these worlds in the attempt to establish himself as a prince among Baatezu or Tanar’ri. Source: Unknown, 3rd Edition Stats and Information Nevron: Male Mulan Human Cjr10/Red12/Acm2; CR 24; Medium-size Humanoid; HD 24d4+48; hp 98; Init +0; Spd 30 ft.; AC 15 (touch 10, flat-footed 15); Base Atk +10; Grp +10; Atk +10 melee (1d6-2, staff of conjuration); Full Atk +10/+5 melee (1d6-2, staff of conjuration); Face/Reach 5 ft./5 ft.; SQ Specialist defense, spell power, scribe tattoo, great circle leader, Archmage high arcana; AL NE; SV Fort +10, Ref +8, Will +18; Str 7, Dex 11, Con 15, Int 24, Wis 14, Cha 15. Skills and Feats: Concentration +29 (+33 when casting defensively), Craft (alchemy) +27, Craft (tattooing) +15, Intimidate +17, Knowledge (arcana) +34, Knowledge (history-Thay) +22, Knowledge (local-Thay) +22, Knowledge (nature) +22, Knowledge (the planes) +34, Search +12, Sense Motive +17, Speak Language (common, mulhorandi, infernal, abyssal, draconic, ignan, rashemi, thorass, untheric), Spellcraft +41; Augment Summoning, Combat Casting, Craft Staff, Craft Wondrous Item, Eschew Materials, Extend Spell, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (enchantment), Spell Penetration, Tattoo Focus, Thrall to Demon. Special Qualities: Specialist defense +5 (saving throw bonus vs. conjuration), spell power +6 (bonus to caster level checks to overcome spell resistance; +7 with conjuration spells), scribe tattoo (give Tattoo Focus feat to qualified individuals), great circle leader (great circle with nine apprentices). Mastery of counterspelling, spell power +1. Wizard Spells Prepared (5/7/7/11/6/5/6/5/5/5; base DC = 17 + spell level; DC 18 + spell level with enchantment spells; DC 19 + spell level with conjuration spells; barred schools - evocation, illusion, necromancy; caster level 24th). Possessions: Robe of the archmagi, staff of conjuration, ring of wizardry (III). Height: 5’6”, Weight: 180 lbs., Hair: Gray, Eyes: Blue. |