Statistiche Di Meredoth

Meredoth, CR 20
XP 307.200
Male Alphatian human necromancer 20
CE Medium humanoid (human)
Init +7; Senses Life Sight 40 ft., detect magic, read magic, see invisibility; Perception +3
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 130 (20d6+60)
Fort +11, Ref +12, Will +18
Speed 30 ft.
Melee +1 rod of the python +11 (1d6+1)
Special Attacks Grave Touch (10 rounds, 10/day)
Wizard Spells Prepared (CL 20th, Concentration +27, Combat Casting)
9th - energy drain (DC 28), meteor swarm (DC 26), prismatic sphere, wail of the banshee (DC 28), wish
8th - clenched fist, horrid wilting (DC 27), polymorph any object (DC 25), symbol of death (DC 27), trap the soul
7th - control undead (DC 26), finger of death (DC 26), greater teleport, reverse gravity, spell turning, waves of exhaustion
6th - acid fog, circle of death (DC 25), freezing sphere (DC 23), globe of invulnerability, planar binding, summon monster VI
5th - cone of cold (DC 22), transmute snow to stone*, waves of fatigue, teleport, interposing hand
4th - vision stone*, animate dead, contagion (DC 23), dimension door, dismissal (DC 21), enervation, wall of ice (DC 21)
3rd - clairaudience-clairvoyance, dispel magic, fly (DC 20), halt undead (DC 22), ray of exhaustion (DC 22), vampiric touch (DC 22), wind wall
2nd - command undead (DC 21), detect thoughts (DC 19), false life, ghoul touch (DC 21), spectral hand, summon swarm, web (DC 19)
1st - chill touch (DC 20), feather fall (DC 18), frost shroud*, protection from evil (DC 19), ray of enfeeblement (DC 20), shield, unseen servant
0 - dancing lights, disrupt undead, light, touch of fatigue (DC 20)
Prohibited Schools Illusion, Enchantment
Before Combat Meredoth has cast permamency on detect magic, read magic, see invisibility. He also has a contingency active for his teleport spell.
During Combat
Str 10, Dex 17, Con 15, Int 24, Wis 16, Cha 5
Base Atk +10; CMB +10; CMD 33
Feats Augment Summoning, Combat Casting, Command Undead, Craft Rods, Craft Wondrous Items, Defensive Combat Training, Extend Spell, Forge Ring, Greater Spell Focus (Necromancy), Greater Spell Penetration, Improved Initiative, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (Necromancy), Spell Penetration, Toughness
Skills Appraise +27, Craft +27, Fly +23, Heal+13, Knowledge (Arcana) +27, Knowledge (Planes) +27, Knowledge (Nature) +27, Knowledge (Nobility) +27, Knowledge (Religion) +27, Linguistics +27, Profession (surgeon) +13, Spellcraft +27.
Languages Common, Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon, Ancient Baklunish, Flan, Nyrondese, Old Oeridian, Suloise, Velondi, Olman, Amedi
SQ Arcane bond (staff), Power Over Undead (10/day), Grave Touch (10/day), Life Sight (20 rounds, 40 ft.), Domain Powers
Combat gear potions of cure serious wounds (6), potion of resist energy (fire), potion of haste, ring of shooting stars, mace of smiting, rod of the python, rod of flame extinguishing, broom of flying; Other gear cloak of resistance +3, bracers of armor +6, bag of holding (Type IV), folding boat, snowshoes of varied tracks*, decanter of endless water, hat of stupidity*
Power over Undead (Su): You receive Command Undead as a bonus feat. Channel energy 10/day, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel . The DC to save against these feats is equal to 17. At 20th level, undead cannot add their channel resistance to the save against this ability.
Grave Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 10. If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 10.
Life Sight (Su): At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th.
Domain Powers (Su): Like all lords of Ravenloft, Meredoth has powers over his lands. First, he has control over the seas that surround his islands. Ordinarily, he keeps the waters in a 50-foot radius around his island calm and peaceful. Beyond that border for one mile, the sea is boiling and turbulent. This is primarily to keep out intruders. Second, Meredoth is instantly aware of anyone setting foot on the island of Todstein. Third, Meredoth is immune to all attacks and effects of undead creatures of five or fewer Hit Dice. Meredoth can also close the borders of his domain by generating such turbulence in the waters that they become impassable. Fifty-foot-high waves and mile-wide whirlpools ensure that those within do not escape with their lives.


Meredoth has resided in Ravenloft for nearly a century. Although he ages slightly, the powers of Ravenloft have kept him alive long beyond his natural life span. This wizened old mage stand just over six feet tall. He has piercing, cold blue eyes, and flowing frosty-white hair, beard and mustache. His skin is pale and milky in
color and bears deep crevices and wrinkles. His long fingers end in twisted, claw-like nails, and his hands have a purplish tint, like that of a corpse. His skin is always cold to the touch, and his hands are icy cold.
Meredoth typically wears black or purple woolen robes and purple moccasins. The cold climate on his island does not seem to bother him. The temperature in his underground home never rises above 45 degrees Fahrenheit. His wardrobe is of little importance to him, as he does not need to dress to keep warm.
The powers of Ravenloft carved this underground home out of the permafrost and underlying rock. It resembles Meredoth’s dwelling on his home world, but he has made some modifications using the snow to stone spell. He developed this spell specifically for this use.
Meredoth views life as an enormous experiment. He views living creatures as so many experiments waiting to happen. He has no regard for the value of life, considering humans to be nothing more than a crop waiting to be harvested (much as humans harvest berries in the wild). He cares little for the origin of the bodies he uses in experiments.
If Meredoth’s home is infiltrated, he considers it to be an “extermination” problem — mere vermin requiring slaughter and eventual experimentation. Meredoth has set several traps in his home for this purpose. He typically arrives at a trap to ensure that it is sprung, then exits to another part of his home. Occasionally, he observes the struggles of his victim from a safe distance. If any creatures survive the trap, he simply springs another.
Meredoth has little desire to enter melee, but he will do so if threatened. Only if all his traps have been sprung, his creatures have been killed, and he is backed into a corner will he enter combat.
This necromancer is ruthless in combat. He never enters battle without first placing protective spells on himself (unless the urgency of the situation prohibits such precautions). He then maintains a safe distance as long as possible, casting spells at their maximum ranges.

New Spells

Frost Shroud

School Evocation [cold]; Level sorcerer/wizard 1
Casting time 1 standard action
Components V, S, M (a pinch of powdered glass mixed with several drops of water)
Range Touch
Target 10’ square per level
Duration Instantaneous

This spell enables a wizard to cover a surface of the designated size with a thick coating of frost. Any type of surface may be affected, but the spell is used to best advantage if the frost blends in with surrounding ice or snow, thus obscuring the covered surface.
The surface to be affected must be cold enough to enable water to freeze. The spell remains in effect until temperatures warm sufficiently to melt surrounding ice or snow. In an arctic climate, the spell could last permanently. Warming the affected surface melts the frost temporarily, but if temperatures are cold enough, the frost forms again after one round.
Similar spells have been known to exist, creating shrouds of moss, mold, grass, etc.

Vision Stone (Divination)

School Illusion [phantasm]; Level sorcerer/wizard 4
Casting time 1 round
Components V, S, M (the item to be enchanted, and an eyelash and a tooth from any creature)
Range Touch
Target One gem or item per level
Duration Instantaneous

This spell enables the caster to enclose a telepathic message in a gem or other object. The caster is able to set the conditions under which the message will be revealed. These conditions can be as generic or as specific as the caster desires, following the criteria for the magic mouth spell. When a designated creature holds the object in his hand, the object glows and pulses and the message is delivered mentally to the creature. The message remains in the object until the conditions for delivery are met.
The spell enables the caster to place a 50-word message or a one-minute vision into the designated object. When the conditions of the delivery are met, the message is delivered mentally to the recipient — no one else can hear the message. The caster can create one vision stone per level of spell ability, as long as all objects are imbued with the same message and the same criteria for the delivery of the
message. Thus, if a 10th-level caster desires to create ten objects with the same message, only one spell is required. If a 10th-level mage desires to imbue ten objects with ten different messages, ten spells are required. The object on which the vision stone spell is placed disintigrates after the message is delivered.
Wizards below 15th level of ability can enchant only gems and objects worth 100 gp or more. Wizards of 15th level and above can enchant gemstones of any value and fabricated items of any value. Thus, a 15th-level mage could not enchant a broken tree branch, but he could a small wreath woven out of tree branches.
The vision stone may not be used to deliver magical spells or command words.

Transmute Snow to Stone

School Transmutation [cold]; Level sorcerer/wizard 5
Casting time 1 round
Components V, S, M (a chip of white marble, a pinch of salt and a teardrop)
Range medium (100 ft. + 10 ft./level)
Target up to two 10-ft. cubes/level (S)
Duration permanent; see text

This spell functions like transmute rock to mud. Any naturally occurring snow can be transformed into relatively solid rock resembling white porous marble. The rock can be chipped with a hammer or chisel, but fragments revert to snow immediately. Stone created with this spell can be cut or quarried like normal stone for purposes of construction.
Buildings and other items created of snow can be transformed to stone, retaining their shape.
The reverse of the spell transforms stone to snow. If the stone is formed into a statue or building of sound construction, there is a 50% chance that it retains its shape. Otherwise, it collapses into piles of clean snow. Stairways and bridges transformed to snow collapse immediately.
Creatures standing on the stone when it reverts to snow sink initially to a depth of 1d6 feet. They do not sink farther on subsequent rounds.
Stone created through this spell can be changed back into snow through a dispel magic or transmute stone to snow spell. The stone suffers the effects of heat as if it were actual marble.

Magic Items

Snowshoes of Varied Tracks

Aura faint Transmutation; CL 3rd
Slot feet; Price 2,000 gp; Weight 1 lb
The wearer of these ordinary-looking boots is able, on command, to alter the tracks he leaves. The footprints of the wearer can be made as small as those of a halfling or as large as those of an ogre, bare or shod as desired. In addition, each pair of these boots has four additional track-making capabilities. Roll 1d4:
D4 Roll
Track Print Left
1 Bear
2 Goat
3 Rabbit
4 Wolf
Also enables wearer to stay on top of soft snow
Requirements Craft Wondrous Item, pass without trace; Cost 1,000 gp

Hat of Stupidity

Aura none; CL 9th
Slot head; Price -; weight -
This hat is indistinguishable from any other magical hat, even when most carefully detected by magical means. Only by placing it upon the head can its powers be determined. Of course, once on the head, the wearer will believe that the hat is a beneficial item, for he will be overcome by stupidity. Intelligence is lowered to 7, or by -1 if the wearer has a 7 or lower Intelligence normally. The wearer will always desire to have the hat on—especially when he is engaged in any activity which requires thinking, spellcasting, etc. Without the benefit of a remove curse spell or similar magic, the wearer will never be free from the magic of the hat. If released, the wearer's Intelligence returns to its normal level.
Requirements Craft Wondrous Item, feeblemind; Cost -

Conversion notes

Magical Items: Meredoth has 240,362 gp worth of magic items instead of the standard 123,000 suggested for an NPC of his level. 128,812 are weapons, 45,000 are protection, 60,200 miscellaneous magic, 6,350 limited use magic items. This sum came out with a straight conversion from AD&D to PFRPG.
The boots of varied tracks and hat of stupidity no longer exist but have been converted on the fly (2,000 gp for the boots, no cost for the hat).
The rod of the python should not be used by evil characters, I just ignored the restriction.
Spells lots of spells no longer exist in this new edition, they are

  • enchant an item
  • feign death
  • gaze reflection
  • glassteel
  • massmorph
  • minute meteors
  • vanish

Moreover, death fog has been tranformed into acid fog (with a special effect of cold draining necromancy), conjure elemental and summon shadows into summon monster, and invisible stalker into planar binding.
Detect good and reincarnate are now cleric and druid spells, I ignored the restriction.
I also added all Necromancy spells from the Core Rulebook to his list.

Bound Invisible Stalker

+4 Str, Con


1) Cantrips (all)
2) Burning Hands, Chill Touch, Detect Good, Detect Undead, Enlarge Person, Erase, Feather Fall, Frost Shroud, Identify, Magic Missile, Protection from Evil, Protection from Good, Ray of Enfeeblement, Shield, Shocking Grasp, Unseen Servant [2] Arcane Lock, Command Undead, Continual Flame, Darkness, Detect Thoughts, False Life, Flaming Sphere, Fog Cloud, Fog Cloud, Ghoul Touch, Gust of Wind, Knock, Levitate, Magic Mouth, Pyrotechnics, See Invisibility, Spectral Hand, Spider Climb, Summon Swarm, Web [3] Clairaudience-Clairvoyance, Dispel Magic, Explosive Runes, Fly, Halt Undead, Haste, Lightning Bolt, Ray of Exhaustion, Secret Page, Sepia Snake Sigil, Stinking Cloud, Summon Monster III, Tiny Hut, Vampiric Touch
3) Wind Wall [4] Animate Dead, Black Tentacles, Contagion, Dimension Door, Enervation, Fire Trap, Globe of Invulnerability - Lesser, Ice Storm, Reincarnate, Remove Curse, Spell Immunity, Stone Shape, Summon Monster IV, Vision Stone, Wall of Ice [5] Baleful Polymorph, Cloudkill, Cone of Cold, Contact Other Plane, Dismissal, Fabricate, Interposing Hand
4) Magic Jar, Passwall, Permanency, Polymorph, Sending, Summon Monster V, Teleport, Transmute Snow to Stone, Wall of Force, Waves of Fatigue [6] Acid Fog, Antimagic Field, Chain Lightning, Circle of Death, Contingency, Disintegrate, Freezing Sphere, Globe of Invulnerability
5) Planar Binding, Repulsion, Stone to Flesh, Summon Monster VI [7] Banishment, Control Undead, Delayed Blast Fireball, Finger of Death, Limited Wish, Phase Door, Power Word Blind, Reverse Gravity, Spell Turning, Teleport - Greater
6) Waves of Exhaustion [8] Clenched Fist, Clone, Horrid Wilting, Incendiary Cloud, Polymorph Any Object, Power Word Stun, Screen, Symbol of Death, Trap the Soul, [9] Energy Drain
7) Gate, Imprisonment, Meteor Swarm, Power Word Kill, Prismatic Sphere, Wail of the Banshee, Wish

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