Beezil Thornbottom

This Sluagh wizard refuses to let a little thing like death stop him from helping his former companions...

Description:

Beezil Thornbottom

CR 17
Sluagh (Whisper Gnome) Wizard 7/Loremaster 8, Undead – Ghost


Init +3, Senses Perception +25

Defense
AC 16, touch 16, flat-footed 15 (1 Size mod, 1 Dodge, 4 Deflection)
HP 126 (15 HD, 15d6+70)
Fort +11, Ref +11, Will +13
Defensive Abilities Mage Armor, Shield

Offense

Speed 30 ft. Fly (perfect)

Special Attacks Save DC: 21


*Corrupting Gaze 30’ gaze attack causing 2d10 damage and 1d4 Charisma damage, Fortitude save negates Charisma damage but not physical damage
*Corrupting Touch Incorporeal touch attack causing 17d6 damage. Fortitude save halves damage, creatures immune to magical aging are immune
*Frightful Moan All living creatures in 30’ get a Will save or are panicked for 2d4 rounds, sonic, mind-affecting fear effect. Creatures that save are immune for 24 hours
*Malevolence As Magic Jar but with no receptacle, must be adjacent to target, which can resist with a Will save. Creatures that save are immune for 24 hours
*Telekinesis Use Telekinesis as a standard action once per 1d4 rounds

Spell-like Abilities

*1/day – Ghost Sound
*1/day – Mage Hand
*1/day – Message
*1/day – Silence (centered on self)

Arcane Spell-like Abilities (CL 15th)

8/day – Diviner’s Fortune

Wizard Spells Prepared (CL 15th)

*8th level – Stormbolts
*7th level – Caustic Eruption, Resonating Word
*6th level – Chain Lightning x 2, Disintegrate
*5th level – Cone of Cold, Teleport x2, Wall of Force
*4th level – Ice Storm x2, Invisibility – Greater, Phantasmal Killer, Stoneskin
*3rd level – Fireball x2, Haste, Lightning Bolt x2
*2nd level – Scorching Ray x5
*1st level – Magic Missile x6
*0 level – Acid Splash, Prestidigitation, Ray of Frost, Read Magic
Prohibited Schools enchantment, necromancy

Statistics

Str 0, Dex 0, Con 0, Int 18, Wis 13, Cha 18
Base Attack +6; CMB 7; CMD 16
Feats Brew Potion, Craft Magic Arms and Armor, Craft Staff, Craft Wand, Craft Wondrous Item, Eschew Materials, , Flyby Attack, Forge Ring, Scribe Scroll
Skills
*Appraise +20
*Craft (Alchemy) +16
*Fly +9
*Knowledge: Arcana +24
*Knowledge: Dungeoneering +19
*Knowledge (all others) +13
*Linguistics +15
*Perception +25
*Spellcraft +29 (39 for determining magical properties)
*Stealth +26
*Survival +10
*Use Magic Device +11

Languages
*Abyssal
*Celestial
*Common
*Draconic
*Dreamspeak
*Erkling
*Fey
*Gaidelic
*Khemish
*Raetian
*Sidhe
*Sluagh
*Undercommon
*Valhinnian

Special Qualities

  1. Arcane Bond (Quarterstaff)

  2. Forewarned

  3. Loremaster Secrets
    1. Applicable Knowledge

    2. Dodge Trick

    3. Secrets of Inner Strength

    4. Weapon Trick

Bio:

Beezil developed a blind curiosity about the world during his formative years that has defined his lifetime. He is infinitely interested in the operation and properties of both everyday processes and the more mysterious workings of the magical. Though his specialty is in arcane wizardry, he will jump at the opportunity to bear witness to divine and other magics. Alas, his ravenous interest in the minutiae of an occurrence often leads him to ignore the larger picture of life around him. His frequent habit of being distracted by a scholarly pursuit, anatomic detail of an unknown creature, or even an esoteric thought experiment often leaves his mind wandering far away from his surroundings.

It was during an expedition to acquire the guano of a rare bat species for testing its effect on the color of his Fireball spell that Beezil was captured by n’er-do-wells. Fortunately, he was saved by Argyll, Drake, and several now-dead adventurers. Ever the practical Sluagh, Beezil offered his services to the party seeing the most expedient exit from his failed expedition.

The resultant (frequent) run-ins with a variety of magics and monsters has kept Beezil busy taking notes and collecting various sundry bits of creatures for examination and cataloguing. He makes it clear that his own safety is tantamount and if he feels it necessary he will teleport to safety, but otherwise makes a useful ally in the quest for the Elemental Eye (if not an easily distracted one).

After a long and enlightening journey, filling several tomes with newly discovered and more thoroughly elucidated information, Beezil and his companions finally located the elemental eye with the means to destroy it. During the final conflict for the eye, Beezil was felled by an assassin. Having come so far, he collapsed to the ground with his throat expertly slit. Though the day was won, Beezil was a casualty of the cause…

But upon opening his eyes he found himself welcomed by his god, Morpheus. The deity had an interesting offer; Beezil could become librarian for the Lord of Dreams. Overjoyed, he assumed his position with a glee only he could manage, already tasked to start researching specific spells. While this task occupied him for quite some time, he was still aware of the troubles on the Material Plane, and as the conflict grew to a head, wished he could assist his former comrades further. Given his loyal service, Morpheus again made the Sluagh and offer; return to the Material Plane as a ghost to offer what aid he could.

Quite unexpectedly, a new adventure began to unfold…

Beezil Thornbottom

Demonswar Crest Sulagar