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Shadow of Shothragot
The Price of Survival


The Green Horn Adventuring Troupe challenged the Crater Ridge Mines and were found wanting. After their priest fell, the kuo-toans swarmed them, ruthless in their tactics and filled with religious fervor and unreasoning hatred. One by one, the heroes fell, the flesh of their bodies flung up in the orgy of violence, trailing ropes of dark blood to the sounds of their screams. It was too much for the ranger named Giorge, and he set aside his courage and fled into the black tunnels.

Cursing with every step, begging his feet to turn around so he might save his friends, his body denied him for the fear had a grip on his heart and there was no turning back. So he ran. He ran for what might have been minutes but felt like days and in his panic, he lost track of where he was, losing himself in the bleak corridors and the rusting rails of the accursed mines. When his breath came in hitches and the pain in his side forced him to stop, he collapsed, tears pouring from his eyes, little sobs escaping from his dry and cracked lips. He knew he would die. The sounds of his pursuers were close. Too close.

He drew his short sword, thumbing the edge of the blade as he fought for control over himself. He was about to stand -- to make his final desperate attempt to kill his foes -- when something wet and black and awful curled around his ankle. It jerked him into the cloying darkness of the mine's endless shadows before he even had a chance to scream.

While each book can stand on its own, Exemplars of Evil and Elder Evils are in fact companion products -- two sourcebooks constructed to provide Dungeon Masters with a foul assortment of dreadful villains to use against their player characters. By using the cast of unsavory characters presented in Exemplars of Evil, you can foreshadow the campaign-ending horrors of Elder Evils. This web enhancement, then, provides an interesting adversary and his minion, but it also foreshadows the coming of Shothragot, the Herald of Tharizdun, a powerful elder evil bent on releasing his own vile master.

Giorge Forsworn

"I'm so sorry ... sorry ... it hurts, doesn't it. I'm trying to make this quick. S ... s ... so sorry!"
-- Giorge Forsworn

Formerly a bold adventurer and member of the Green Horn Adventuring Troupe, Giorge Forsworn fell from grace and is now a corrupted and insane villain, bent on spreading death and destruction in the blasphemous name of his despicable master. Forged anew by the filthy touch of the elder evil named Shothragot, violent images contaminate his mind and drive him to commit unspeakable acts of grisly murder. A disturbing villain, he prowls the lands in search of those he deems as marked for death and puts them to the sword.

Background
When the Green Hand Adventuring Troupe learned that the cult of the Elder Elemental Eye was once more active in the area, they stormed the Crater Ridge Mines, searching for a way to breach the crater's interior and besiege the temple itself. In spite of early successes, they move too swiftly and eventually found themselves overrun and slaughtered by kuo-toan cultists. One among them survived, though: a ranger named Giorge.

Fleeing through the tunnels, he eventually became lost and stumbled into a chamber containing a great abomination, a fragment of Tharizdun's personality severed at the time of his imprisonment. Giorge's sudden arrival and the approach of more fishfolk hunters caused the great horror to awaken and snatch Giorge, plunging the mortal into the thickened waters contaminated by its rot. Beneath the churning surface, the entity known as Shothragot infested Giorge's mind, rent his spirit, and seized his body, transforming it into something else entirely.

The elder evil awakened a trace of fiendish blood that lay dormant in the broken ranger, causing him to become a tiefling. The severe agony of transformation shattered Giorge's mind, and when he was spit out upon the shores, he gibbered like an idiot, shrieking and laughing by turns for days on end. But the thing in the pool was not through with his first disciple.

Shothragot swelled out from the pool's depths and instructed Giorge to go forth to spread the news of its coming, and also to find and destroy its enemies. The new champion had no choice but to agree since Shothragot possessed his soul. And so he went out into the world, scouring the lands through which he traveled for those he perceived as threats and for those marked by his god as being chosen to die. When he finds them, he does as he has been commanded. He kills.

Goals
The experience in the Crater Ridge Mines left Giorge Forsworn changed in body and mind. The physical changes, while profound, compared little to the evil filling the vessel of his soul. The entity in the shadowy cave filled his mind with disturbing visions of apocalypse and planted instructions that grew and thrived in the haunted corridors of his thoughts. Now when he draws close to an individual Shothragot deems a threat -- no matter how minor -- Giorge sees a fiery glyph burning on her brow. This sigil marks those Giorge must kill even though each murder pained him, reducing him to tears for he knew in his heart that what he did was wrong. But Giorge serves because nothing else is permitted to him -- nothing beyond furthering his master's ambitions, and no doubt -- no hesitation -- will ever stop him from fulfilling his profane duty.

Using Giorge Forsworn
Giorge Forsworn is insane. He is a villain in his own right, but he is also a servant of an elder evil. Shothragot has a penchant for remaking mortals into useful servants, bending their bodies and minds to become fitting tools for use in its own agenda of freeing Tharizdun. Giorge, then, is an extension of the elder evil's will. He travels endlessly, moving through the lands, always watching and searching for those marked for death. He is a reluctant servant, haunted by the memories of his life before the touch of evil, and he despairs about his fate. Even the company of a beautiful nymph is not enough to drag him from his melancholic thoughts, though she uses every trick she can to distract him from his suffering.

Regardless of his detestation for his work, he cannot stop himself. He must do as his master commands and he has no concept of sparing his victims. Therefore, in spite of his reluctance, Giorge is a foul adversary that strikes seemingly at random. In one village, he might slaughter an entire family of peasants, and in the next, he may burn down a temple of St. Cuthbert. Even he has no idea why his targets are selected. He only knows that they are.

Forsworn in Faerûn
Shothragot fled into the Plane of Shadow after Tharizdun's imprisonment and crawled through inky depths until it slipped free to emerge into the Material Plane of the Forgotten Realms only to become imprisoned in Undermountain by Halaster. Giorge Forsworn discovered the entity while exploring the immense dungeon in the aftermath the Mad Mage's death (see Expedition to Undermountain). Knowing the seals confining Tharizdun are too great in the Material Plane in which he is imprisoned, Shothragot intends to burrow a hole through reality so his master can tear free into Faerûn's cosmology.

Forsworn in Eberron
The Green Horn Adventuring Party was destroyed in the Khyber beneath Sharn, and Giorge stumbled into an ancient temple that contained the essence of a powerful daelkyr. Releasing the abomination in a botched attempt to hide from his pursuers, Giorge saw the entity tear free and then was remade by it into a brutal killing machine. As the entity builds its power in the dark tunnels, it sends Giorge to Sharn to retrieve victims for sacrifice or for remaking -- as the entity capriciously decides.

Description
Giorge stands just under 6 feet tall. He has a muscular frame and chiseled features, and from afar, he might even pass for human. Anything more than a glance reveals the truth of his blood, for his skin is deep blue mottled with purple spots and strange whorls of scarred flesh. In the palm of each hand snarls a wet and dripping mouth, while a nest of writhing tentacles ending in pink tongues lashes out from his navel.

He conceals his monstrous appearance beneath a suit of purple full plate emblazoned with the same symbols decorating his body. His helmet is a terrifying thing, wrought to resemble the fusion of countless faces twisted with agony, the flesh of one spilling into another. So lifelike are the visages, they seem to move, crying out for mercy, even as Giorge sets to complete his grisly task.

Giorge Forsworn CR 13
hp 120 (13 HD)

Male tiefling ranger 3/paladin of slaughter 4[UA]/mortal hunter 6[BV]
CE Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Listen +10, Spot +10
Aura debilitating (10 ft.)
Languages Common, Draconic, Infernal

AC 24, touch 12, flat-footed 23; (+1 Dex, +9 armor, +3 shield, +1 deflection)
Immune disease, mind-affecting effects
Resist cold 5, electricity 5, fire 5
Fort +21, Ref +12, Will +11; +2 against spells and spell-like effects used by mortals

Speed 20 ft. in full plate (4 squares), base speed 30 ft.
Melee +1 unholy surge longsword[MIC] +19/+14/+9 (1d8+5 plus 1 vile/19-20) or
Melee +1 unholy surge longsword[MIC] +15/+10/+5 (1d8+5 plus 1 vile/19-20) and
Melee +1 bashing heavy steel shield +12 (1d6+2)
Ranged +1 composite longbow (Str +4) +15/+10/+5 (1d8+5/[ts]3)
Base Atk +13; Grp +17
Atk Options deadly touch 16 points, favored enemy (humans) +2, mortal hunting +3, smite good 1/day (+4 attack, +4 damage), smite mortal 1/day (+2 attack, +12 damage)
Special Actions detect mortals, mortal skin (any nondragon), rebuke undead 7/day (+4, 2d6+5, 1st)
Combat Gear least crystal of lifedrinking[MIC], potion of cure moderate wounds
Mortal Hunter Spells Known (CL 6th):
3rd (2/day) -- flesh ripper[BV], mirror sending[BV], nondetection, scrying (DC 17), suggestion (DC 17), vile lance[BV], wrack (DC 17)[SC]
2nd (2/day) -- detect thoughts (DC 16), evil eye (DC 16)[BV], hold person (DC 16), magic circle against good, see invisibility, web (DC 16), wither limb (DC 16)[SC]
1st (2/day) -- cause fear (DC 15), charm person (DC 15), detect good, heartache (DC 15)[BV], protection from good, sleep (DC 15), unnerving gaze (DC 15)[BV]
Spell-Like Abilities (CL 25th):
At will -- detect good (CL 4th)
1/day -- darkness

Abilities Str 18, Dex 12, Con 18, Int 12, Wis 15, Cha 18
SQ divine grace, divine health, overwhelming aura of evil, spurn mortal magic, wild empathy +6 (+2 magical beasts)
Feats Alertness[B], Boost Spell-Like Ability[B, BV], Deformity (Madness)[ElE], Endurance[B], Improved Initiative, Insane Defiance[ElE], Mortalbane[BV], Track[B], Two-Weapon Fighting[B], Vile Martial Strike (longsword)[B, BV], Weapon Focus (longsword), Willing Deformity[B, BV]
Skills Bluff +10, Climb +4, Diplomacy +8, Heal +5, Hide +7, Intimidate +12, Jump -2, Knowledge (nature) +3, Knowledge (religion) +2, Listen +10, Move Silently +7, Search +7, Sense Motive +8, Spot +10, Survival +8 (+10 when following tracks), Tumble +0
Possessions combat gear plus +1 blurring full plate, +1 bashing heavy steel shield, +1 unholy surge longsword, +1 composite longbow (Strength +4) with 20 arrows, ring of protection +1, cloak of Charisma +2, gauntlets of ogre power, vest of resistance +1, finely wrought and polished silver mirror (1,000 gp focus for mirror sending and scrying), three pinches of diamond dust (50 gp each for nondetection)

Debilitating Aura (Su) All enemies within 10 feet of Giorge take a -1 penalty to Armor Class.

Deadly Touch (Su) Giorge can cause wounds with a successful touch. Each day, he can deal 16 points of damage. An opponent subjected to this attack halves this damage with a successful DC 16 Will save. Alternatively, Giorge can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This ability otherwise functions identically to the paladin's lay on hands ability.

Mortal Hunting (Ex) This ability functions like the ranger's favored class ability except that it applies to all creatures other than constructs, fey, outsiders, and undead. The bonuses from this ability stack with Giorge's favored enemy bonus.

Smite Mortal (Su) Once per day, Giorge may make a special melee attack as a standard action. Against a mortal (see mortal hunting, above), he gains a +2 bonus on the attack roll and +12 points of damage on the weapon damage roll. If Giorge accidentally uses this ability against a nonmortal, the smite had no effect but is still used up for the day.

Detect Mortals (Su) As the detect undead spell, except it detects mortals (see mortal hunting), at will, caster level 15th.

Mortal Skin (Su) As the polymorph spell except Giorge may affect only himself and cannot assume the form of a mortal of the dragon type.

Hook Weeps and wails in combat.

Mask

"She is my rock, my foundation, and I cling to her as I travel the bleak roads of my destiny."
-- Giorge Forsworn

Mask is a corrupted nymph, a fey warped by the filthy embrace of Shothragot and given to Giorge as a helper, lover, and slave. She aids the Forsworn by locating his victims, but more importantly, she goads him to more and more acts of appalling violence. Her intoxicating beauty and her hold over his heart threaten to kill the last vestiges of his humanity.

Background
Upon remaking Giorge Forsworn, Shothragot spread its malign influence through the land, sliding down the rocky slopes of the Crater Ridge and infesting the forests, corrupting the waters, and warping the sylvan denizens in the surrounding environs. One of the first creatures bent to its will was a young nymph. When it found her, Shothragot filled her with unspeakable essence of its filth until she too became a creature of wickedness, joining the others who were in the thing's thrall.

The elder evil then gave the nymph to Giorge Forsworn as a tool and gift to reward his mortal hunter for his constant service. Secretly, though, Shothragot suspected a part of his champion clung to his mortality and so it used Mask to ensure Giorge would not abandon Shothragot's purpose.

Goals
Outrage fills Mask. Her contamination leaves her a wretched thing and she expresses her wickedness with incomparable cruelty. Her principal objective is to ensure Giorge remains true to Shothragot and continues his work to murder anyone who would rise against Shothragot as the evil struggles to reunite with his divine form. However, while attending to Giorge, she takes every opportunity to kill and maim, adding to the horror Giorge creates as he goes about his bloody business. Though she cannot conceive of turning her hatred against the Forsworn or some other minion of the elder evil, the rage still holds her heart. Thus, she unleashes her anger on innocents, delighting as her woody claws rend their flesh, savoring the delicate morsels as she dissects them alive, while they writhe in the exquisite ecstasy of her uncanny beauty.

Using Mask
Mask is a horrific minion -- a monstrous villain every bit as twisted and evil as Giorge Forsworn. She is obedient to the tiefling, but bends his instructions to give her the greatest freedom to harm and torment those she encounters. She accompanies Giorge on his missions, supporting him with her blinding beauty and stunning glance, as well as with spells and the supernatural abilities she acquires from her filthy pacts with vile vestiges.

Although Mask has a wide range of combat capabilities, her true strengths rest on her ability as a spy. Many of her capabilities are suited for information gathering, and thus she spends much of her time watching for her lover.

Description
The transformation left Mask's physical beauty largely intact, but destroyed her soul. She possesses a sleek body, alluring and athletic, and black hair tumbles down from her head. Beneath a queer mask, one can see brilliant blue eyes that flash with incredible power. A long, black cloak hangs from her shoulders providing some covering for her scantily clad body. The only unsettling thing about her physical form is that she has bundles of animated twigs, twisting and clawing, where her hands ought to be. Although monstrous in appearance, these claws retain the flexibility and use of normal hands.

Mask CR 11
hp 52 (9 HD); fast healing 4; DR 10/cold iron and magic

Female corrupted nymph binder 3[ToM]
CE Medium fey
Init +4; Senses low-light vision; Listen +12, Spot +12
Aura blinding beauty (30 ft., DC 25)
Languages Abyssal, Aquan, Auran, Common, Draconic, Infernal, Sylvan

AC 29, touch 21, flat-footed 25; Dodge (+4 Dex, +7 deflection, +1 insight, +4 natural)
Fort +18, Ref +21, Will +22

Speed 30 ft. (6 squares), swim 20 ft.
Melee 2 claws +9 (1d6+2 plus 4 vile)
Base Atk +5; Grp +7
Atk Options disruptive attack (4 vile), sudden strike +1d6
Special Actions bird's eye viewing, invisibility, soul binding (Malphas), stunning glance
Combat Gear brooch of avoidance[MIC], pearl of brain lock[MIC], rod of grievous wounds[MIC]
Druid Spells Prepared (CL 7th):
4th -- scrying (DC 17)
3rd -- cure moderate wounds, hypothermia (DC 16)[SC], infestation of maggots (melee touch +7, DC 16)[SC]
2nd -- bear's endurance, heat metal (DC 15), owl's wisdom, tree shape
1st -- babau slime[SC], claws of the bear[SC], entangle (DC 14), snake's swiftness[SC], thunderhead (DC 14)[SC]
0 -- detect magic, flare (DC 13), guidance, know direction, light, resistance
Spell-Like Abilities (CL 7th):
1/day -- dimension door

Abilities Str 14, Dex 19, Con 14, Int 20, Wis 16, Cha 24
SQ pact augmentation (+1 insight to AC), poison use, suppress sign, wild empathy +20 (+16 magical beasts)
Feats Combat Casting, Dodge, Extend Supernatural Ability[TM], Weapon Finesse
Skills Bluff +18, Concentration +14 (+18 cast on the defensive), Decipher Script +8, Diplomacy +11, Disguise +7 (+9 acting), Escape Artist +13, Handle Animal +16, Heal +12, Hide +13, Intimidate +12, Knowledge (arcana) +8, Listen +12, Move Silently +13, Ride +6, Sense Motive +15, Spot +12, Use Rope +4 (+6 bindings)
Possessions combat gear plus cloak of Charisma +2, gloves of Dexterity +2, implements of binding +2[ToM], mask of lies[MIC]

Blinding Beauty (Su) At the start of each of Mask's turns, all humanoids within 30 feet that are looking directly at her must succeed on DC 25 Will saves or be blinded permanently as though by the blindness/deafness spell. Mask can suppress or resume this ability as a free action. The save DC Is Charisma-based and includes a +4 bonus from the enhanced power ability.

Disruptive Attack (Su) Mask deals 4 points of vile damage whenever she touches an uncorrupted, living, corporeal outsider.

Sudden Strike (Su) Mask deals an extra 1d6 points of damage on a successful melee attack made against a creature denied its Dexterity bonus to Armor Class. This extra damage also applies on ranged attacks against targets within 30 feet.

Bird's Eye Viewing (Su) At will, Mask can cause a raven to appear on her shoulder. She has complete control over the raven and can see what it sees and hear what it hears. She uses the bird's skill checks to determine the results of its actions and observations, but her own skill bonuses to derive information from its observation. The bird remains until she summons another, mentally dismisses it (a standard action), or stops binding with Malphas.

Invisibility (Su) As a full-round action, Mask can make herself invisible (as with the invisibility spell). The effect lasts until she attack or 3 rounds. Once she becomes visible, she must wait 5 rounds before she can use this ability again.

Stunning Glance (Su) As a standard action, Mask can stun a creature within 30 feet for 2d4 rounds. A DC 25 Will save negates this effect.

Suppress Sign (Ex) If Mask makes a good pact, she can suppress or reveal the vestige's sign at will as a swift action.

Hook She looses a horrific keening noise in combat.

About the Author

Robert J. Schwalb is a contract designer for Wizards of the Coast and has contributed to numerous sourcebooks including Tome of Magic, Players Handbook 2, Fiendish Codex 2, Complete Scoundrel, Drow of the Underdark, Monster Manual V, Exemplars of Evil, and Elder Evils. Robert rarely emerges from his Tennessee office these days, except when dragged away from his keyboard by his incredibly patient wife Stacee and his pride of fiendish werecats.



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