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Kekkusauree: Female drow lich Clr2/Wiz11 of Lolth;
CR 14; Medium-size undead; HD 13d12; hp 84; Init +7; Spd 30 ft.; AC 25
(touch 15, flat-footed 22); Atk +6/+1 melee (1d8+5 to living [Will half
DC 19] plus permanent paralysis [Fort negates DC 19]); SA fear aura, rebuke
undead 5/day; SQ bat familiar, damage reduction 15/+1, drow traits, empathic
link with familiar, lich immunities, scry on familiar, share spells with
familiar, SR 24, touch (via familiar), turn resistance +4, undead traits;
AL NE; SV Fort +7, Ref +11, Will +16; Str 10, Dex 16, Con 6, Int 20+2,
Wis 12+2, Cha 15+2.
Skills and Feats: Alchemy +15, Bluff +5, Concentration +19, Diplomacy +5, Disguise +5, Heal +4, Hide +11, Knowledge (architecture and engineering) +10, Knowledge (history) +10, Knowledge (planes) +12, Knowledge (religion) +8, Listen +13, Move Silently +11, Scry +15, Search +17, Sense Motive +9, Spellcraft +16, Spot +15; Alertness, Combat Casting, Craft Wand, Craft Wondrous Item, Improved Initiative, Iron Will, Lightning Reflexes , Scribe Scroll, Spell Focus (Evocation), Spell Penetration.
Drow Traits: Immune to magic sleep spells and effects; +2 racial bonus to Will saves against enchantment spells or effects; darkvision 120 ft.; entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; +2 racial bonus to Will saves against spells or spell-like abilities; spell-like abilities (1/day-dancing lights, darkness, and faerie fire as though cast by a 13th-level sorcerer); +2 racial bonus to Listen, Spot, and Search checks (already figured into the statistics given above).
Lich Traits: Fear aura (creatures of less than 5 HD in a 60-foot radius that look at the lich must make Will saves (DC 19) or though be affected by a fear spell as if cast by a 13th-level sorcerer), immune to cold, electricity, and polymorph.
Cleric Spells Prepared: (4/4; base DC=12 + spell level): 0-detect magic (2), mending, read magic; 1st-cloak of dark power*, entropic shield, inflict light wounds, obscuring mist.
*Domain spell. Deity: Lolth. Domains: Drow (free Lightning Reflexes feat), Trickery (Bluff, Disguise, and Hide are class skills).
Wizard Spells Prepared: (4/6/5/5/4/3/1; base DC = 16 + spell level, DC 18 + spell level for evocation spells [marked with a **]): 0-dancing lights, mage hand (3); 1st- endure elements, expeditious retreat, identify, mage armor, magic missile, spider climb; Aganazzar's scorcher**, blur, cat's grace, flaming sphere**, Gedlee's electric loop**, Melf's acid arrow; 3rd-blacklight, dispel magic, fly, haste, lightning bolt**; 4th-enervation, fire shield**, gutsnake, scrying; 5th-cone of cold**, feeblemind, summon undead V; 6th-chain lightning**, circle of death.
Spellbook: 0-all cantrips; 1st-animate rope, comprehend languages, endure elements, expeditious retreat, feather fall, identify, mage armor, magic missile, obscuring mist, spider climb; 2nd-Aganazzar's scorcher, blur, cat's grace, flaming sphere, Gedlee's electric loop (Magic of Faerûn), Melf's acid arrow, protection from arrows; 3rd-analyze portal, blacklight, dispel magic, fireball, fly, haste, lightning bolt; 4th-enervation, fire shield, gutsnake (Magic of Faerûn), minor globe of invulnerability, scrying, shout; 5th-Bigby's interposing hand, cone of cold, feeblemind, summon undead V (Magic of Faerûn), teleport; 6th-analyze dweomer, chain lightning, circle of death.
Gear: amulet of harm (one use, spell trigger activated), amulet of lesser planar ally (one use, spell trigger activated), amulet of summon monster VII (one use, spell trigger activated), bracers of armor +5, cloak of resistance +3, pearl of power (5th), portable hole, potion of inflict serious wounds (2), ring of counterspells (magic missile), ring of protection +2, rod of withering, scroll of cone of cold, scroll of limited wish, scroll of minor globe of invulnerability (2), scroll of teleport, wand of Aganazzar's scorcher (9th-level caster) (25 charges), wand of dispel magic (25 charges), wand of fireball (10th-level caster) (25 charges), wand of inflict light wounds (5th-level caster) (25 charges), wand of invisibility (25 charges), wand of magic missile (9th-level caster) (25 charges), wand of Melf's acid arrow (11th-level caster) (25 charges).
Wealth: 4,100 gp, 620 pp, 5 100 gp gems (amethyst,
red garnet, red spinel, pearl, waterstar), 2 500 gp gems (deep blue spinel,
violet garnet), 1 1000 gp gem (orl), jeweled gold circlet (2000 gp), 4
jeweled rings (500 gp), embroidered silk vest with spider designs in red
and black gems (2000 gp), spider-shaped dagger with mithral and gold inlay
(She has more than the normal amount of gear for a character of her effective level because she is a lich.)
Description: Kekkusauree only recently became
a lich and still looks completely alive, although her cheeks are somewhat
sunken. She is an attractive drow female and dresses as a minor priestess
(as is her due), which tends to mislead those that first encounter her.
She has unusually large and alluring eyes. Like mosts clerics of Lolth,
she expects compliance from other drow she encounters and carries herself
with an aura of authority.
History and Personality: Indoctrinated into the temple of the Spider Queen at a very young age like most drow females of noble houses, Kekkusauree proved to be a mediocre cleric but showed an unusal talent for wizardry, and was sent to her city's school of arcane magic when she approached the limits of her ability as a cleric. She became fascinated with the idea of lichdom, and with support from her goddess she unearthed and recorded all information she could find on the subject. Capable of acting alone for an indefinite period, Lolth has given her the task of scouting for new locations in which the drow might found new cities.
Kekkusauree is a Lolth loyalist and sometimes is accompanied by small bands of drow from her city. The secretly is ashamed of her failure to become a powerful cleric but is pleased that the Spider Queen has seen fit to allow her to develop her other talents.
In combat situations, she relies on her superior darkvision range (compared to dwarves and other lesser races) to allow her to attack from darkness, augmenting her concealment with a blacklight spell if necessary. She enjoys harrying a foe from long range with one type of spells (such as fire spells) over several days and then switching tactics when she believes her targets have prepared themselves with spells against that attack type. She is very intelligent and avoids direct conflict in which she might be harmed. She saves her amulets of lesser planar ally and summon monster VII for emergencies, hoping to call or summon a yochlol to her aid should she be in great danger.