Pathfinder Greycloak Campaign
Hezzrak is a sadistic and ambitious imp. Despite his markedly unstable sanity, he is cunning and clever in pursuit of his twisted goals.
Hezzrak’s story: Centuries ago, Hezzrak served an evil wizard as his familiar. During a cataclysmic conflict with heroic adventurers, the wizard’s tower collapsed into a deep cavern, trapping Hezzrak within. Hezzrak found himself entombed within the remains of the tower with only a few skeletal undead for company. The imp passed the next several centuries playing chess with himself and setting up macabre theatrical performances for his own amusement, using the mindless skeletons as players.
He also spent time studying magic from his old master’s spellbook, but lack of experience and components limited his progress. As the years wore on, Hezzrak’s mind grew increasingly unstable. With each passing century the little devil lost an additional shred of sanity and became more desperate to escape his prison.
Finally able to contact someone through his telepathy, Hezzrak convinces a goblin adept to unearth the collapsed tower and free him. The goblin was willing to free Hezzrak on the condition that he would serve her for a year and a day. Soon Hezzrak was free, and he quickly learned that the goblin had plans to bind him as her familiar – as soon as she could uncover the necessary magical secrets.
Unable to leave, harm, or even set his skeletons against the goblin, Hezzrak sought a sneakier way out of his agreement. That is when he found the party. Wandering through the goblin caves in search of captives from Kolbenborg, the Greycloaks came across Hezzrak. Offering treasure, the imp lead the party to his goblin master, whom the party quickly slew. Free, an ecstatic Hezzrak decided to follow the Greycloaks in search of amusement.
When Hezzrak travels with the party, they enjoy the following bonuses:
At the start of every combat, Hezzrak warns either the PC’s or their opponents, according to his whims. Roll a d20, on an even roll, he warns the PC’s, on an odd roll, he warns their opponents. The side warned by Hezzrak is not considered flat-footed at the start of combat.
+2 on Spellcraft Checks and +2 on Knowledge (arcana) checks.
Once per round, a character (friend or foe) who misses due to concealment may re-roll their miss chance as Hezzrak points out the foe (Hezzrak hates to miss out on bloodshed).
Hezzrak’s adventures with the party continue…
Hezzrak’s current Stat Block
Name: Hezzrak the Mighty
Imp Wizard 3
Lawful Evil tiny Outsider (evil, lawful)
Init +5; Senses [see in darkness (sn)] Perception +9
Languages: Common, Infernal
AC 25, touch 18, flat-footed 18 (+7 (natural), +1 (ring of protection), +5 Dex, +2 size
hp 27 (6 HD)
Fort +4, Ref +8, Will +3
Spd fly 50 ft. (perfect)
Melee weapon: +11 (1d4 and poison) sting (+4 BAB, +5 Dex, +2 size,)
Ranged weapon: +11 (1d6+2 acid) Acid Dart (+4 BAB, +5 Dex, +2 size)
Base Atk +4 (+3 Race, +1 Class); Grp -4
Atk Options options: Deadly Aim
Special: Fast Healing 2, DR5/ good or silver, Poison Immune, Resist Fire 5
Abilities: Str 10, Dex 20, Con 12, Int 16, Wis 4, Cha 17
SQ special qualities: Outsider traits, Conjuration Specialist
Feats: Eschew Materials, Weapon Finesse, Scribe Scroll (B), Deadly Aim
Skills: Stealth +15, Diplomacy +9, K.(arcana) +11, K.(planes) +11, Spellcraft +13, Sleight of Hand +10, Perception +9
Spell-Like Abilities: Acid Dart, Invisibility, Detect Good, Detect Magic (at will); Summon Monster I, Suggestion (Will DC15) 1/day, Commune 1/week.
Spells Typically Prepared: Lvl 1: Lesser Cold Orb x2, Shield; Lvl 2: Hezzrak’s Acid Arrow, Scorching Ray
<<Back to Special NPCs