I’ve explained to my players that followers of Hextor are solely motivated by power. They wish to obtain power in this world, then carry it into the next by assuming great and terrible forms when they rise again. As GM, I don’t play Augus or his minions with any subtlety. They are homicidal maniacs. Disciplined, but homicidal all the same. That may be an over-simplification of their motivations and alignment, but this is D&D. I don’t need things to be overly complex.
The rampaging followers of Hextor travel in a large Spelljamming vessel called the Iron Crusade. So far they have managed to raid a few small villages and in the process destroy rival churches and spread fear. The PCs in my D&D 3.5 campaign have – of course – emerged as a thorn in Augus Storn’s side. The PCs simply refuse to submit and have managed to slay three clerics and at least 15 warriors. They also killed his manticore pet, Hulcrim. That really pissed Augus off.
Augus now feels that the party has been placed in his path as a test from Hextor. If he can slay the party, his lord will be pleased. If he fails, well, he deserves whatever horrific fate Hextor has in store. While I’m not sure what the final conflict will entail, I’d like it to be grand.
|Augus Storn, human Clr8; Medium humanoid (human) (6’ 1”, 180 lbs); CR 8; HD 8d8+19; hp 58; Init +0; Spd 20 ft; AL LE; |
Armor: AC 18 (+8 full plate), touch 10, flat-footed 18.
Attacks: Base Atk +6/+1, Grp +9; Melee: Flail +12 (+6 BAB, +3 str, +1 weapon focus, +2 flail +2) (1d8+5, x2);
Full Attack: Flail +12 (+6 BAB, +3 str, +1 weapon focus, +2 flail +2) (1d8+5, x2) and flail +7 (+1 BAB, +3 str, +1 weapon focus, +2 flail +2) (1d8+5, x2).
Special Qualities: Cleric spells, smite 1x/day (+4 to hit/+8 to damage), turn or rebuke undead.
Saves: Fort +8, Ref +2, Will +9.
Abilities: Str 16 (+3), Dex 10, Con 15 (+2), Int 12 (+1), Wis 16 (+3), Cha 14 (+2).
Skills and Feats: Concentration +12, Intimidate +4, Knowledge (religion) +12, Listen +5, Sense Motive +5, Spot +5; Cleave, Combat Casting, Martial Weapon Proficiency (flail), Power Attack, Toughness, Weapon Focus (flail).
Cleric Domains: Destruction and War.
Spells (6/5+1/4+1/4+1/2+1; save DC 13 + spell level; domain spell marked with *): 0-Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Read Magic; 1-Cause Fear, Command, Doom, Inflict Light Wounds*, Protection from Good, Protection from Chaos; 2-Bull’s Strength, Darkness, Eagle’s Splendor, Shatter*, Zone of Truth; 3-Animate Dead, Contagion*, Cure Serious Wounds x2, Wind Wall; 4-Cure Critical Wounds, Divine Power*, Spell Immunity.
Possessions: Holy symbol, +2 flail, full plate.