Lord Doomspike-X!

Originally posted by Kamelion:

With the release of the XPH a while back, I figured that a certain cactal overlord was overdue for an update…

Lord Doomspike
Defiled Hunting Cactus, 10th-Level Psion (Telepath)
Small Undead (Plant)
Hit Dice:
15d12+10 (107 hp)
Initiative: +5
Speed: 10 ft. (2 squares)
Armor Class: 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16
Base Attack/Grapple: +8/+3
Attack: 10 spines +11 ranged (1d3+1 plus poison) or 1 feeding spine +10 melee (1d3 +1 plus blood drain)
Full Attack: 10 spines +11 ranged (1d3+1 plus poison) and 1 feeding spine +5 melee (1d3 plus blood drain)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Blood drain, improved grab, poison, psionics, psi-like abilities
Special Qualities: Backlash, fast healing 4, plant traits, undead traits
Saves: Fort +7, Ref +5, Will +15
Abilities: Str 12, Dex 12, Con -, Int 15, Wis 14, Cha 13
Skills: Bluff +6, Concentration +4, Craft (herbalism) +8, Diplomacy +11, Knowledge (local)+10, Knowledge (psionics) +10, Psicraft +10, Search +10, Sense Motive +8, Spot +10, Survival +10(+12 when tracking)
Feats: Ability Focus (backlash), Ability Focus (poison), Expanded Knowledge (expansion), Expanded Knowledge (metamorphosis), Improved Initiative, Inquisitor, Power Penetration, Psionic Body, Weapon Focus (spine)
Environment: Any
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Neutral Evil

The organ music reaches a crescendo before coming to an abrupt halt as the figure at the keyboard slowly turns to face you. It is nothing less than a pale green cactus sporting spiny pods and clad in a flaring velvet cloak with tall collar. Grasping a slender walking cane with telekinetic power, the cactus hops down from its stool and advances towards you with a delicate, mincing stride. Or maybe just an exaggerated limp.

Lord Doomspike began life much like any other hunting cactus – as a writhing mass of recently joined seed-pod matter. As he grew, the young cactus began to look to the far horizon, his budding mind ripe with the possibilities of a life yet to be lived. Such was not to be, however. A chance encounter with a renegade elven defiler soon changed all of that. The defiler (who was fighting – and subsequently eaten by – a nightmare beast) did not even notice the hapless hunting cactus that became undead as a result of his careless spellcasting. The newly undead plant, on the other hand, conceived a dire hatred deep in its unliving heart for all humanoids and vowed to lay low the civilizations of the same flesh-things that had cursed him to this hideous half-life.
Now, many years later, Lord Doomspike sits at the heart of a criminal empire that spans the Tablelands. Less intelligent plants are his favoured agents, but he has a loyal network of enslaved humanoids at his beck and call, many addicted to bizarre drugs concocted by their unspeaking master. Day by day he draws nearer to his pet apocalypse, the so-called Night of the Long Spines, when cacti of all kinds will rise up and take back the lands that once were theirs – and grow fat on the mulch of human blindness.
Lord Doomspike is a highly intelligent blood-drinking plant who likes to boast about his spread of useful psionic powers. When enraged, the hunting cactus fires paralyzing spines at his prey and then drains the blood from his inert victims, although he tries to avoid doing this in front of his minions, as it tends to be bad for morale. Lord Doomspike makes his home wherever he darn well pleases but is known to prefer the company of other cacti (although this is largely because his humanoid servants are forever absent-mindedly picking him up and putting him on the window-ledge to get better sunlight ).
Lord Doomspike prefers a carnivorous diet, but will consume the saps of other plants for nourishment if no other options are available. He secretly relishes this form of cannibalism, and often daydreams about a second apocalypse known only to himself. This Hour Of The Guacamole is, however, a horror best left unexplored.
Weighing ten pounds and standing three feet high, Lord Doomspike has a definite complex about his size. He often worries that other cacti have much longer spines that him and is begin to wonder if his quest for global conquest isn’t compensating for something. He does grow at a rate of three inches per month, mind you, and so still has high hopes.

Combat
For all his vaunted prowess, Lord Doomspike is something of a coward and prefers to let others to the fighting for him. He does possess considerable psionic might and can bring this to bear in a number of surprising ways (chiefly levitating away from his foes, blasting them with spines from the air and promising dread vengeance through psionic mindlink). If cornered, he favors a paralyzing blast of spines from one of his pods, followed by a leisurely feed, but will not shirk from begging and snivelling like a little baby to strengthen his position if necessary.
Lord Doomspike has, of course, a full 30 spine pods and each spine pod is angled so as to be able to hit targets up to 30 feet away in a 140° arc – generally six Medium targets. Each pod carries 10 spines and each spine has a tiny poison sac at its base containing a paralyzing venom. Lord Doomspike fires these spines at his targets and, assuming the target is paralyzed, moves to within 5 feet and extends a feeding spine from his base. Using this spine, he strikes and grapples his paralyzed prey and drains blood until it he sated, the victim dies or he is forced to make a suitably dramatic exit.
Backlash (Su): Lord Doomspike is able to directly damage any wizard that attempts to use him to fuel their spells. Any attempt to draw energy from Lord Doomspike exposes the wizard to an amount of negative energy. The wizard automatically takes 15d4+15 points of negative energy damage, with a Fortitude save (DC 20) for half damage. The wizard must make a Concentration check (DC 10 + spell level + damage dealt, as described in the Concentration skill) in order to continue casting her spell. The save DC is Strength-based.
Blood Drain (Ex): Lord Doomspike drains blood from a grappled opponent, dealing 1d2 points of Constitution damage each round he maintains the hold. He will continue to drain prey until he has drained 10 points of Constitution, at which point he seeks to withdraw from combat, laughing maniacally.
Improved Grab (Ex): To use this ability, Lord Doomspike must hit with his feeding spine attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity, and can initiate a blood drain.
Poison (Ex): Injury, Fortitude DC 14, initial damage paralysis for 1 minute, secondary damage paralysis for 1d4+2 rounds. The save DC is Constitution-based.
Psionics: Lord Doomspike manifests powers as a psion (telepath) of 10th level. The save DCs are Charisma-based.
Psion Powers Known (power points 93, save DC 11 + power level): 1st–expansion*, far hand*, mindlink (DC 12*), psionic charm (DC 12*), psionic daze (DC 12*), skate; 2nd–brain lock (DC 13*), cloud mind (DC 13), psionic levitate, psionic suggestion (DC 13*); 3rd–body adjustment*, crisis of breath (DC 14*), energy retort (DC 14*), mental barrier*; 4th–empathic feedback*, metamorphosis, mindwipe (DC 15*), psionic dominate (DC 15*), psionic freedom of movement; 5th-mind probe (DC 16), power resistance, psionic plane shift, psionic true seeing.
Power can be augmented.
Psi-Like Abilities): At will–aversion (10 hour duration, DC 16
), detect psionics, inflict pain (3 additional targets, DC 16*), read thoughts (DC 13), synesthete. Manifester level 7th. The save DCs are Charisma-based.
*Includes augmentation for Lord Doomspike’s manifester level.
Possessions: Band of Resolve, Doomspike’s Fuzzy Hat.

Originally posted by methvezem:

:smiley:
Some might says that Lord Doomspike took the expression “having an empty mind” to new heights, but the truth is far more sinister. Around one of its spiny pod, the Lord of All Cacti unobtrusively wears a small stone band protecting him from influence and distracting thoughts that could take him away from his ultimate goal.
[COLOR=DarkRed][SIZE=5]
[b]Band of Resolve [/SIZE]

[/COLOR]

Band of Resolve:[/b] This small band of whitish-green olivine allows the wearer to be more determined into its actions, granting him a +5 bonus on all Will saves.
Moderate telepathy; ML 7th; Craft Universal Item, empty mind; Price 50,000 Cp.
(Oops, am I on the right thread? :wink: )

Originally posted by Kamelion:

:D.

Excellent! Now all he needs is some kind of enchanted top-hat…

Originally posted by elonarc:

Lord Doomspike needs minions. Minions like these.

Originally posted by greyorm:

Heck no! He needs DWELFS!

Originally posted by Kamelion:

Whatever the case, he certainly needs another level of psion and a minor tweak to his skills so that he now qualifies for the Thrallherd prestige class (insert more organ music and booming laughter). If you build it, they will come…

Originally posted by jon_oracle_of_athas:

He should have something that allows him to animate and control plants. I propose:

Doomspike’s Fuzzy Hat.

Lord Doomspike’s hat can be spotted with the casual eye. It is a blue cloth cap with spiky needles, which any silt runner would mistake for a chopped-off cactus emptied of its pulp and placed on Doomspike’s head as a trophy. It is in fact a duplicate of the latest fashion trend in Nibenay - spiky blue cactus hats sold by the merchant C. Actus, a secret minion of Doomspike’s. This fuzzy hat trade finances Doomspike’s evil empire. Doomspike himself wears a far more sinister version of the hat. This unique hat can be used to cast animate plants three times per day and control plants once per day.
Market Price: ??? (don’t have my books here).

Originally posted by methvezem:

[quote]Doomspike’s Fuzzy Hat.

(…)This unique hat can be used to cast animate plants three times per day and control plants once per day.
Market Price: ??? (don’t have my books here).[/quote]
I’ve got mine ready, they’ve seen much use concerning magic items ;), so here’s what I came up with from your description:

[INDENT]Upon utterance of a command word, this unique hat can be used to awaken plants three times per day and command plants once per day. Using one of these power is a standard action that does not provoke attacks of opportunity.
Strong enchantment and moderate transmutation; CL 15th; Craft Wondrous Item, awaken, command plants; Price: 130,000 Cp.[/INDENT]

Originally posted by Kamelion:

Aah, the joy. The sheer cactal joy!!

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