Monday, November 13, 2017

Monster Monday: Seafoam Slime, the Coastal Creeper

Today's Monster Monday is seafoam slime, an aquatic ooze that lurks in the shallows waiting to rush out like a rogue wave and tackle its prey, pinning them and filling their lungs with foamy water so that it can drag them back into the surf to feed.

The seafoam slime has Improved Bull Rush, Trip, and Drag, allowing it to unleash a barrage of combat maneuvers designed to disrupt a small part of adventurers in a way that feels very natural for what basically amounts to a living wave. It may be a CR 4 monster, but its Drown ability means it can easily incapacitate an unwary adventurer if it gets the drop on them.

photo by Brocken Inaglory, via Wikimedia
Sea foam at Ocean Beach, San Francisco
The following text in gold is available as Open Game Content under the OGL. Open Game Content is ©2017 Jonah Bomgaars.

Monday, November 6, 2017

Monster Monday: Amphicyon, Prehistoric Bear-Dog

Today's Monster Monday is amphicyon, also known as the bear-dog, a prehistoric predator related to both bears and dogs, which had features of each. The largest bear dog species had the size and power of grizzly bears, while smaller bear-dogs acted more like wolves. The bear dog statted up below is somewhere in between - a predator with the bulk and strength of a black bear, but a more wolf-like head and tail.

Reconstruction of the amphicyonid Ysengrinia
from an article by Borja Figueirido, Juan A. Pérez-Claros, Robert M. Hunt, Jr., and Paul Palmqvist, drawing by Óscar San−Isidro, via Wikimedia
Amphicyonids in all their myriad forms roamed across North America, Europe, Asia, and Africa from 46 to 1.8 million years ago. The larger, more bear-like species were probably omnivorous, but ate more meat than modern brown and black bears. The smaller amphicyonid species could be represented by the stat blocks for wolf, dog, or dire racoon, or by applying the young simple template to the stat block below. Giant amphicyonids like amphicyon ingens can be made by applying the giant simple template.

Also, I bet their cub-puppies were adorable.

The following text in gold is available as Open Game Content under the OGL. Open Game Content is ©2017 Jonah Bomgaars.

Tuesday, October 31, 2017

Seven Spooky Skeletons - Ubbe the Spooky

Seven Spooky Skeletons is a short series running until Halloween, showcasing a different unique skeletal villain each night.

Tonight's Spooky Skeleton is Ubbe the Spooky, a cavorting skeleton bard who plays his own ribcage as a xylophone. Ubbe is named after legendary animator and Mickey Mouse co-creator Ubbe 'Ub' Iwerks, who animated the classic Silly Symphony, "The Skeleton Dance," which is mandatory Halloween viewing.


Happy Halloween!

The following text is available as Open Game Content under the OGL. Open Game Content is ©2017 Jonah Bomgaars.

This bare skeleton dances rhythmically as it plays out a chilling xylophone solo on its own ribcage
Ubbe the Spooky           CR 6
XP 2,400
Human skeletal champion bard 8
NE Medium undead
Init +8; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 19, touch 17, flat-footed 12 (+4 Dex, +2 natural, +3 dodge)
hp 95 (10d8+50)
Fort +14, Ref +10, Will +10; +4 channel resistance, +4 vs bardic performance, language dependent, sonic
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed 35 ft.
Melee percussive bone club +6/+6/+1/+1 (1d6+1 plus 1d4 sonic)
Ranged returning percussive bone club +11 (1d6+1 plus 1d4 sonic) 10ft.
Special Attacks bardic performance 29 rounds/day (countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion, unhallow)
Spells Known (CL 8th)
3   3rd (3/day; DC 18) – blink, fear, thundering drums
4   2nd (5/day; DC 17) – allegro, distressing tone, haunting mists, mad hallucination
5   1st (6/day; DC 16) – cause fear, ear-piercing scream, expeditious retreat, hideous laughter, vanish
6   cantrips (at will; DC 15) – daze, ghost sound, mage hand, open-close, prestidigitation, summon instrument
STATISTICS
Str 12, Dex 18, Con --, Int 12, Wis 13, Cha 20
Base Atk +7; CMB +8; CMD 22
Feats Dodge, Double Slice, Extra Performance, Fleet, Improved InitiativeB, Improved Two-Weapon Fighting, Two-Weapon Fighting
Skills Acrobatics +17, Bluff +18, Diplomacy +13, Escape Artist +9, Intimidate +18, Knowledge (local) +9, Knowledge (religion) +9, Perception +14, Perform (dance) +18, Perform (percussion) +18, Sense Motive +9, Spellcraft +5, Stealth +12, Use Magic Device +9
Languages Common, Necril
SQ bardic knowledge +4, lore master, versatile performance (dance, percussion)
SPECIAL ABILITIES
Loose Joints (Ex)
Ubbe the Spooky can separate the joints of his bones at will and come back together a moment later, allowing him to, for example, dodge a sword blow to the neck by throwing his skull up into the air. This grants Ubbe a +2 dodge bonus to his AC.
Play Dead (Ex)
Ubbe the Spooky can collapse into a pile of disconnected bones as an immediate action, granting him a +10 bonus to his Bluff check to pretend to be destroyed. This bonus applies only for the first time he uses it against any given observer. Ubbe can reassemble himself as a move action that provokes attacks of opportunity.
Percussive Bones (Su)
Ubbe can use his own bones and the bones of other skeletons as percussion instruments. Any bone he wields as a weapon counts as a club and deals an additional 1d4 points of sonic damage. Any bones he throws as a weapon gain the returning weapon quality.
Unhallow (Su)
Ubbe the Spooky has access to a special bardic performance called unhallow. While ubbe makes an unhallow performance, all undead creatures within 50 feet gain 5 bonus hit points and channel resistance +2. This channel resistance stacks with any existing channel resistance.
ECOLOGY
Treasure none


Ubbe the Spooky is a cavorting skeleton bard. In life, he was a morose and ill-tempered performer who, while talented and beloved by his fans, despised himself and his work. It is said that, while in one of his fits of depression, he heard a joke that caused him to break out into such raucous laughter that he died instantly. In death, he found new purpose in his performances which had eluded him in life. He has devoted his unlife both to poking fun at death and to reminding mortals of their inevitable demise through song and dance. He takes special delight in scaring people to death. He sees life as an elaborate practical joke to which death is the punchline.

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-your seventh spooky d20 despot 

Seven Spooky Skeletons - The Hanged Archer

Seven Spooky Skeletons is a short series running until Halloween, showcasing a different unique skeletal villain each night.

Tonight's Spooky Skeleton is the Hanged Archer, a blind skeleton with a noose around its neck and a sack over its head who is a supernaturally excellent marksman. Once a poacher of the king's game, now he poaches man.

The following text is available as Open Game Content under the OGL. Open Game Content is ©2017 Jonah Bomgaars.

This skeleton wears an old noose around its bony neck and a sack of burlap over its head. Despite its obscured vision, it bears a longbow, to which it nocks an arrow with practiced ease.
The Hanged Archer      CR 5
XP 1,600
Human skeletal champion ranger 7
CE Medium undead
Init +9; Senses blindsight 500 ft.; Perception +4
DEFENSE
AC 18, touch 16, flat-footed 12 (+5 Dex, +1 dodge, +2 natural)
hp 72 (2d8+7d10+25)
Fort +8, Ref +11, Will +7; +4 channel resistance
DR 5/bludgeoning; Immune cold, undead traits
Defensive Abilities vulnerability
OFFENSE
Speed 30 ft.
Melee mwk morningstar +12/+7 (1d8+3)
Ranged +1 composite longbow +15/+10 (1d8+4/x3) 100ft.
Special Attacks favored enemy (humans +4, animals +2)
Spell-Like Abilities (CL 9th)
   1/day – quickened true strike
Spells Prepared (CL 4th)
1   2ndacute senses
2   1stgravity bow, jump
STATISTICS
Str 16, Dex 20, Con --, Int 10, Wis 15, Cha 14
Base Atk +8; CMB +11; CMD 26
Feats Deadly Aim, Dodge, Far Shot, Improved InitiativeB, Point-Blank ShotB, Precise Shot, Rapid ShotB, Vital Strike, Weapon Focus (longbow)
Skills Climb +11, Craft (traps) +10, Intimidate +10, Knowledge (nature) +12, Perception +14, Sense Motive +11, Stealth +17, Survival +14
Languages Common
SQ favored terrain (forest +2), hunters bond (companions), track (+3 to follow tracks), wild empathy, woodland stride
SPECIAL ABILITIES
Blind Archer (Su)
The Hanged Archer is blind, but has access to supernatural senses that give him perfect blindsense out to 500 feet. From 500 to 1000 feet, his blindsense grows hazy (targets gain 20% concealment), and beyond 1000 feet he can see nothing. His supernatural senses also give him quickened true strike as a spell-like ability once per day.
Blinding Critical (Ex)
Whenever the Hanged Archer scores a critical hit against a favored enemy, in addition to the damage dealt by the crit, the target permanently blinded in one eye.
ECOLOGY
Treasure NPC gear (mwk morningstar, +1 composite longbow (+3 Str), 18 arrows, 2x +1 dwarf bane arrows, 2x +1 elf bane arrows, 2x +1 gnome bane arrows, 2x +1 halfling bane arrows, 2x +1 human bane arrows, 2x +1 orc bane arrows, masterwork quiver, other treasure)


The Hanged Archer bears the noose that he was hanged with around his neck, and the burlap sack from the hanging still covers his head. His bones are yellowed with age and smudged with dirt. In life, he was a poacher and an expert marksman. He delighted in demonstrating his prowess with the bow at every opportunity, and often embarrassed the king’s gamekeepers who pursued him. When he was finally captured, his eyes were gouged out before he was publicly hanged. In undeath, he has begun hunting man, and he has found that he is even better at it than he ever was at poaching deer.

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-your sixth spooky d20 despot 

Monday, October 30, 2017

Seven Spooky Skeletons - Jack of Flame

Seven Spooky Skeletons is a short series running until Halloween, showcasing a different unique skeletal villain each night.

Tonight's Spooky Skeleton is Jack of Flame, a skeletal sorcerer of fire who can teleport by throwing his explosive jack-o-lantern head.

The following text is available as Open Game Content under the OGL. Open Game Content is ©2017 Jonah Bomgaars.

This skeleton, bearing a scythe, has a devilishly carved jack-o-lantern in place of a skull. Tongues of fire trail from the mouth and eye-holes as he moves forward to attack.
Jack of Flame       CR 6
XP 2,400
Human skeletal champion sorcerer 9
NE Size undead (fire)
Init +7; Senses darkvision 60 ft.; Perception +11
Special special
DEFENSE
AC 20, touch 14, flat-footed 16 (+3 Dex, +2 natural, +1 dodge, +4 mage armor)
hp 95 (9d6+2d8+55)
Fort +8, Ref +8, Will +11; +4 channel resistance
DR 5/bludgeoning; Immune cold, fire, undead traits
Vulnerability vulnerability
OFFENSE
Speed 30 ft.
Melee +1 scythe +7/+2 (2d4+1 plus 1d6 fire/x4)
Ranged mwk dart +10/+5 (1d4 plus 1d6 fire) 20ft.
Special Attacks elemental blast (1/day, 9d6 fire, 20 ft. radius, DC 19 Reflex halves), elemental ray (8/day, 1d6+4 fire, 30 ft. ray), fiery teleportation (1/hour, 5d6 fire; see text)
Spell-Like Abilities (CL 11th)
   1/day – vomit centipede swarm
Spells Prepared (CL 9th)
2   4th (5/day; DC 19) – bestow curse, dragon’s breath, elemental body IB,
3   3rd (7/day; DC 18) – fireball, flame arrow, fly, protection from energyB,
4   2nd (7/day; DC 17) – burning gaze, fire breath, flaming sphere, pyrotechnics, scorching rayB,
5   1st (8/day; DC 16) – burning disarm, burning handsB, cause fear, enlarge person, grease, mage armor
8   cantrips (at will; DC 15) – acid splash, bleed, dancing lights, daze, ghost sound, mage hand, mending, spark
Bloodline elemental (fire)
BASE STATISTICS
Without mage armor, Jack of Flame’s armor class is: AC 16, flat-footed 12
STATISTICS
Str 11, Dex 16, Con --, Int 13, Wis 14, Cha 20
Base Atk +6; CMB +6; CMD 19
Feats Arcane Strike, Combat Casting, Dodge, Empower Spell, Eschew MaterialsB, Improved InitiativeB, Lightning ReflexesB, Martial Weapon Proficiency (scythe), Quick Draw, Weapon Focus (ray)
Skills Bluff +13, Fly +8, Intimidate +19, Knowledge (arcane) +7, Knowledge (nature) +4, Perception +11, Profession (farmer) +16, Sense Motive +11, Spellcraft +10, Stealth +10, Use Magic Device +10
Languages Common, Ignan
SQ bloodline arcana (spontaneously change spell’s energy damage type to fire), soul of fire
SPECIAL ABILITIES
Soul of Fire (Su)
Jack of Flame is immune to fire, and all weapons wielded by him deal an additional 1d6 points of fire damage.
Fiery Teleportation (Su)
Once per hour, as a standard action, Jack of Flame can teleport by throwing his jack-o-lantern head. He makes a ranged touch attack against a square of his choosing with a range increment of 20 feet. If the attack fails, the jack-o-lantern lands in a different square 5 ft./range increment away (roll 1d8 to determine the direction). Upon landing, the jack-o-lantern explodes in a blast of fire, dealing 5d6 points of fire damage to all creatures in the target square and in each adjacent square. Creatures succeeding on a DC 20 Reflex save take only half damage.
   Jack of Flame then appears in the target square, his jack-o-lantern head restored to his rejuvenated skeletal body. His old headless body crumples to dust. Teleporting in this way ends any ongoing effects affecting Jack of Flame (except those caused by spells that Jack of Flame cast) and restores any ability score damage or lost limbs, though his HP remains the same. The save DC for this effect is Charisma-based.
Vomit Centipede Swarm (Sp)
Jack of Flame can vomit a swarm of centipedes from his jack-o-lantern mouth as a standard action once per day. This spell functions as the spell vomit swarm, but it produces a centipede swarm instead of a spider swarm, and the centipede swarm is immune to fire.
ECOLOGY
Treasure NPC gear (+1 scythe, 6x mwk darts, 4x flasks of alchemist’s fire, potion of inflict moderate wounds (CL 5th), wand of entangle (CL 3rd; 22 uses remaining), other treasure)


This otherwise unassuming skeleton is missing its skull. In its place is a jack-o-lantern carved with a wicked grin and full of unending fire. In life, this man was a lonely farmer, shunned as a firebug and arsonist by his community. He never learned how to control his sorcerous powers, but he was encouraged by mischievous fire spirits. Some stories say his fires saved his village during a particularly harsh winter, but they went back to shunning him as soon as Spring came. Other stories tell of a lost love and a hunger for vengeance. Whatever the case, all agree that Jack’s rampage began at his village’s harvest festival. His flames engulfed the entire town, burning all within. One brave farmer, his name lost to the ages, used his dying strength to behead Jack with a scythe – the very scythe which Jack now carries, permanently marked by the nick left by Jack’s neck bones. From the ashes of that deadly fire rose Jack of Flame, the pumpkin-headed firebrand, a spirit of vengeance and cruelty. He knows little of subtlety – what a little fire won’t solve, a lot of fire just might. 

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-your fifth spooky d20 despot

Sunday, October 29, 2017

Seven Spooky Skeletons - Our Lady Deathless

Seven Spooky Skeletons is a short series running until Halloween, showcasing a different unique skeletal villain each night.

Tonight's Spooky Skeleton is Our Lady Deathless, a winged skeleton covered in gleaming gold. She is false angel who leads the living to their deaths.

The following text is available as Open Game Content under the OGL. Open Game Content is ©2017 Jonah Bomgaars.

This skeleton’s bones are etched and plated with shining gold, and a serene golden mask covers her face. She floats above the ground, her gleaming skeletal wings outstretched behind her.
Our Lady Deathless      CR 7
XP 3,200
Aasimar skeletal champion antipaladin 4/cleric 5 (charm, death)
CE Medium undead
Init +7; Senses darkvision 60 ft.; Perception +13
Aura aura of cowardice (10 ft.), aura of evil
DEFENSE
AC 21, touch 14, flat-footed 17 (+5 armor, +3 Dex, +2 natural, +1 dodge)
hp 113 (7d8+4d10+60)
Fort +14, Ref +8, Will +16; +4 channel resistance
DR 5/bludgeoning; SR 15
Defensive Abilities gilded glory, unholy resilience
Immune cold, undead traits; Resistances acid 5, electricity 5
OFFENSE
Speed 30 ft.
Melee +2 unholy spear +13/+8 (1d8+4/x3)
Ranged mwk unholy javelins +13/+8 (1d6+2) 30ft.
Special Attacks bleeding touch (6/day, 1d6 bleed for 2 rounds), channel negative energy (8/day, 3d6, 30 ft., DC 17), dazing touch (6/day), smite good (2/day, +5 attack, +4 damage, +5 AC), touch of corruption (7/day, 2d6 negative energy plus DC 17 Fort save or shaken for 4 rounds)
Spell-Like Abilities (CL 9th)
   at will – detect good, quickened levitate
   1/day – daylight
Antipaladin Spells Prepared (CL 4th)
   1st (DC 16) – command, murderous command
Cleric Spells Prepared (CL 5th)
   3rd (DC 16) – bestow curse, dispel magic, suggestionD
   2nd (DC 15) – death knellD, dread bolt, hold person, spiritual weapon
   1st (DC 14) – bane, burning disarm, cause fear, charm personD, protection from good
   orisons (DC 13) – bleed, guidance, light, mending
STATISTICS
Str 14, Dex 16, Con --, Int 13, Wis 16, Cha 20
Base Atk +9; CMB +11; CMD 24
Feats Channel Smite, Combat Expertise, Dodge, Improved InitiativeB, Mobility, Spring Attack, Whirlwind Attack
Skills Bluff +19, Diplomacy +13, Heal +7, Intimidate +11, Knowledge (religion) +8, Perception +13, Sense Motive +9, Spellcraft +6; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Common, Celestial
SQ aura of evil, spontaneous casting, unholy weapons
SPECIAL ABILITIES
False Angel Form (Su)
Our Lady Deathless can assume the form of a glowing golden angel. The angel’s face is covered by Our Lady Deathless’ serene golden mask. While in false angel form, Our Lady Deathless’ aura becomes a strong aura of good.
   While Our Lady Deathless is in false angel form, creatures damaged by her negative energy attacks - such as channel energy, touch of corruption, or an inflict spell - must make a DC 20 Will save. Failure means that they believe that they have been healed for the same amount of damage. This damage only becomes apparent with a DC 20 Heal check or once Our Lady Deathless exits false angel form. This is a mind-affecting effect and the save DC is Charisma-based.
   Our Lady Deathless can remain in false angel form for up to 5 hours per day. This time is spent in 10 minute increments – if she exits false angel form before 10 minutes have passed, a 10 minute increment is still expended. Entering false angel form is a standard action, and leaving it is a free action.
Gilded Glory (Su)
Our Lady Deathless is covered with ornate gold ornamentation worked into her bones, granting her a +5 armor bonus and spell resistance 15.
Unholy Weapons (Su)
Any weapons wielded by Our Lady Deathless gain the unholy special ability as long as they are in her possession and for one round thereafter.
ECOLOGY
Treasure double (+2 spear, 4x mwk javelins, 2,500gp worth of gilding, other treasure)


Our Lady Deathless is a winged aasimar skeleton who has plated her bones with fifty pounds of gold. She wears a golden mask depicting a serene female face. No one knows her past or her true name. In undeath, she is known as Our Lady Deathless, and she is a cunning and evil scourge of all that is good. She delights in taking on her false angel form to mislead lost adventurers to their dooms, revealing her true self only at the very end. Her favorite targets are paladins and good-aligned clerics, often tricking them into attacking innocents or otherwise violating the precepts of their faith. 

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-your fourth spooky d20 despot

Friday, October 27, 2017

Seven Spooky Skeletons: The Screamer

Seven Spooky Skeletons is a short series running until Halloween, showcasing a different unique skeletal villain each night.

Tonight's Spooky Skeleton is the Screamer, a raging ogre barbarian haunted by the ghosts of his dead tribe, who carries the screaming skulls of his enemies in his ribcage.

The following text is available as Open Game Content under the OGL. Open Game Content is ©2017 Jonah Bomgaars.

This stout ogre skeleton leaps into the fray, swinging two spiked chains bound to its wrists. Its rib cage is packed with human skulls that scream unnervingly as he charges.
The Screamer      CR 7
XP 3,200
Ogre skeletal champion barbarian 6
CE Large undead
Init +1; Senses darkvision 60 ft.; Perception +12
Aura screaming rage (50 ft., DC 18)
DEFENSE
AC 10, touch 8, flat-footed 9 (+1 Dex, -1 size, +2 natural, -2 rage)
hp 132 (6d8+6d12+42)
Fort +11, Ref +5, Will +10; +4 channel resistance
DR 5/bludgeoning; Immune cold, undead traits
Defensive Abilities improved uncanny dodge, trap sense (+2)
OFFENSE
Speed 50 ft.
Melee 2 mwk spiked chains +16/+16/+11 (2d4+8 plus disarm or trip) and spirit totem +13 (1d4+4 negative energy) or 2 claws +17 (1d6+8) and spirit totem +13 (1d4+4 negative energy)
Space 10 ft.; Reach 10 ft.
Ranged screaming skull +10 (3d6 negative energy plus paralysis) 20ft.
Special Attacks screaming rage (22 rounds/day), rage powers (no escape, smasher, lesser spirit totem)
BASE STATISTICS
When not raging his stats are:
AC 12, touch 10, flat-footed 11
hp 108; Fort +9, Will +8
Melee 2 mwk spiked chains +14/+14/+9 (2d4+6 plus disarm or trip) or 2 claws +15 (1d6+6)
Str 23, Cha 14; CMB +17; CMD 29; Climb +11
STATISTICS
Str 27, Dex 13, Con --, Int 7, Wis 13, Cha 18
Base Atk +10; CMB +19; CMD 31
Feats Double Slice, Exotic Weapon Proficiency (spiked chain), Extra Rage, Improved InitiativeB, Toughness, Two-Weapon Fighting
Skills Climb +13, Intimidate +8, Perception +12, Sense Motive +7, Survival +7
Languages Giant
SQ fast movement
SPECIAL ABILITIES
Death Throes (Su)
When the Screamer is destroyed, all living creatures within 30 feet take 5d6 points of negative energy damage and are confused for 1d4-1 rounds. A DC 18 Will save negates the confusion but not the negative energy damage. This is a mind-affecting fear effect, and the save DC is Charisma-based.
Screaming Skull (Su)
The Screamer can reach into its rib cage and pull out one of its screaming skulls (a move action to grab), throwing it as a ranged attack. Targets struck by the skull take 3d6 negative energy damage and must make a DC 18 Will save or be paralyzed for 1d6 rounds. Success negates the paralysis but not the negative energy damage. This is a mind-affecting fear effect, and the save DC is Charisma-based.
Screaming Rage (Ex)
For up to 22 rounds per day, the Screamer can enter into a terrible rage, during which the skulls trapped in its ribcage begin to scream and their eyes glow blue. This ability is identical to the barbarian’s rage ability except as noted below. Instead of boosting the Screamer’s Constitution score, screaming rage grants a +4 morale bonus to the Screamer’s Charisma score. Since undead cannot be fatigued, the Screamer suffers no ill effects upon ending his rage (although if the loss of the temporary hit points brings him to 0 hp or below, he is still destroyed).
   Additionally, each round that the screamer maintains his rage, all creatures within 50 ft. must make a DC 18 Will save or become shaken for that round. This is a mind-affecting fear effect, and the save DC is Charisma-based.
ECOLOGY
Treasure NPC gear (2 mwk spiked chains, other treasure)


The Screamer is an ogre skeleton with two spiked chains bolted to its wrists. Its rib cage is stuffed with dozens of human skulls – their eyes glow blue and they scream incessantly when the Screamer goes into a rage. In life, the screamer was the last of a tribe of ogres who were slaughtered by humans. He was raised in chains, first as a slave, then as a freak show attraction with a travelling carnival. When he broke free of his chains, he slew everyone at the carnival and kept their heads as trophies, towing them behind him in a carnival wagon. A group of adventurers ambushed and slew him, tossing his corpse and his wagon of heads over a cliff. Animated by his lonely anger and protected by the spirits of his dead tribe, he once again roams the world, seeking death and destruction.

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-your third spooky d20 despot