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Date Created: 4-March-2010
Status: Just started
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{{#set:Name=Gryip "Swordmelter"|CR=16|Size=Small|Summary=A brilliant tactician and powerful mage, she was both the destroyer and the savior of the Enrakkan continent.|Type=Animal}} {{#set:Race=Red Fox}}

Gryip "Swordmelter"

CR 16

Red Fox Sorcerer 16
TN Small Animal
Init/Senses +3/Low-light vision; Listen +1, Spot +1
Languages Vulpine
AC 17, touch 14, flat-footed 14
(+1 size, +3 Dexterity, +3 Natural)
hp 57 (16 HD)
Fort/Ref/Will +6/+8/+11
Speed 30 ft. (6 squares)
Melee +10 bite 1d4+1 damage or
Melee +10 bite 1d4+1 damage, +5 bite 1d4+1 damage
Base Atk/Grp +8/+3/+5
Spells Known (CL 16th):
8th (3/day)—Polymorph any Object
7th (6/day)—Greater Teleport, Mass Hold Person
6th (7/day)—Greater Dispel Magic, Geas, Permanent Image
5th (7/day)—Mage's Private Sanctum, Prying Eyes, Dominate Person, Passwall
4th (7/day)—Dimensional Anchor, Dimension Door, Confusion, Greater Invisibility
3rd (8/day)—Explosive Runes, Tongues, Gaseous Form, Fireball
2nd (8/day)—Protection from Arrows, Fog Cloud, Glitterdust, Alter Self, Spider Climb
1st (8/day)—Alarm, Shield, Mage Armor, Comprehend Languages, Silent Image, Feather Fall
0 (6/day)—Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Ghost Sound, Mage Hand, Open/Close, Arcane Mark
Abilities Str 12, Dex 16, Con 12, Int 2, Wis 12, Cha 24
SQ Soulless, Imaginative Camouflage, Cunning, Bark and Paws of the Mage
Feats Expert Learning (Hide, Move Silently, Jump, and Use Magic Device), Eschew Materials, Magical Aptitude, Silent Spell, Still Spell, Sneaky Wizard Fellow
Skills Concentration +20, Spellcraft +15 (19 ranks), Hide +36, Jump +24, Move Silently +36, Use Magic Device +26, Bluff +26, Knowledge (arcana) +14

Gryip was a brilliant tactician and powerful mage, who managed to secure as territory several hundred square miles of land, including several of our finest cities. Unfortunately for us all, she placed too much trust in her allies, and was captured and bonded as a familiar, instantly becoming a cruel and vindictive manipulator. She led her new master, and the entire Enrakkan continent, to ruin by dealing with powerful devils behind his back. Eventually the heroic Sir Grenhad saved the world by slaying her, binding her soul in a jar, and bringing her back to life without a soul. Lacking a soul, she returned to her normal self and slew the devils with a few well-timed spells. The new Enrakkan empire was a pleasant place as her territory until she died of old age five years later.

Tactics: Gryip is an excellent tactician with an eye for using all the resources she has available to her. If wielding an army of minions is necessary to a particularly effective battle plan, she will go draft a city. She is not particularly cowardly and is willing to go behind enemy lines alone if necessary.

Soulless: Gryip has an Intelligence score of 2; Therefore, she doesn't have a soul.

Imaginative Camouflage: Gryip gets +5 to Hide in dim or no light, and -5 to Hide in bright light.

Cunning: Gryip's bonus skills are calculated by her charisma modifier, not her intelligence modifier.

Bark and Paws of the Mage: Gryip is capable of casting spells with verbal and somatic components.

Equipment: Gryip is wearing an Amulet of Natural Armor +3, Shifting silks with pockets that give +10 to Hide and Move Silently (20000 gp), Cloak of Charisma +2, Portable Hole, Helm of Comprehend Languages and Read Magic, a Scroll of Time Stop, a Scroll of Teleportation Circle, and a Scroll of Major Creation.

Note: If you're not using a powerful point buy system, Gryip should probably get +2 CR. If you're not using the Wizard balance point, you should probably toss on another +4 CR.

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