Nerrandor
CR 11
Male elf cleric 11
LG Medium humanoid (elf)
Aura overwhelming law
Init +0; Senses low-light vision; Listen +9, Spot +9
Languages Abyssal, Common, Elven, Draconic, Infernal
AC 25, touch 11, flatfooted 25 (+10 armor, +4 shield, +1 deflection)
hp 75 (11 HD)
Immune sleep
Fort +11, Ref +7, Will +16 (+18 vs. enchantment)
Spd 20 ft ( squares); base speed 30 ft.
Melee sword of the planes +11/+6 vs. material (1d8+3/19-20) or
Melee sword of the planes +12/+7 vs. elemental (1d8+4/19-20) or
Melee sword of the planes +13/+8 vs. astral or ethereal (1d8+5/19-20) or
Melee sword of the planes +14/+9 vs. other planes (1d8+6/19-20) or
Melee +1 dagger +11/+6 (1d4+3/19-20)
Ranged +1 undead bane composite longbow (+2 Str) +9/+4 (1d8+3/x3) or
Ranged +1 undead bane composite longbow (+2 Str) +11/+6 vs. undead (1d8+5/x3 plus 2d6)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Grp +10
Atk Options death touch 1/day (11d6), turn undead 6/day (+5, 2d6+13, 11th)
Combat Gear staff of healing (24 charges), arcane scroll of Leomund's secure shelter (CL 7th), arcane scroll of alter self and web (CL 3rd), divine scroll of gentle repose (CL 3rd) (x2), divine scroll of hide from undead (CL 6th), divine scroll of word of recall (CL 11th), silversheen (x2), wand of expeditious retreat (5 charges, CL 1st), wand of invisibility (5 charges, CL 3rd), wand of true strike (5 charges, CL 1st), diamond dust (100 gp, x3; restoration component), incense and offerings (25 gp, x3; divination component), healer's kit (10 uses, x2)
Cleric Spells Prepared (CL 11th):
6th--antimagic shell[D], greater dispel magic, heal
5th--flame strike (DC 22), mass cure light wounds, righteous might, slay living[D] (DC 22)
4th--death ward[D], divine power, freedom of movement, restoration, sending
3rd--dispel magic[D], magic circle against evil, prayer, protection from energy, speak with dead (DC 20), stone shape
2nd--align weapon, detect thoughts (DC 19), hold person (DC 19), identify[D], silence (DC 19), spiritual weapon (dagger +15, 1d8+3/19-20), status
1st--bless, cause fear[D] (DC 18), comprehend languages, detect undead, doom (DC 18), remove fear, shield of faith
0--detect magic (x2), guidance (x2), read magic (x2)
D: Domain spell. Deity: Wee Jas. Domains: Death, Magic.
Str 14, Dex 11, Con 14, Int 16, Wis 24 [20], Cha 16
SQ cohort (Shadowtooth), notice secret doors, use magic items as 5th-level wizard
Feats Combat Casting, Craft Magic Arms and Armor, Leadership (14), Lightning Reflexes
Skills Concentration +16 (+20 casting defensively) [14], Craft (carpentry) +7 [2], Heal +7 (+9 with healer's kit) [0], Knowledge (arcana) +17 [14], Knowledge (history) +7 [4], Knowledge (the planes) +6 [6cc], Knowledge (religion) +17 [14], Listen +9 [0], Profession (undertaker) +9 [2], Search +5 [0], Spellcraft +19 [14], Spot +9 [0]; [armor check penalty -6]
Possessions combat gear plus +2 full plate*, +2 heavy steel shield*, ring of protection +1, sword of the planes*, +1 dagger*, +1 undead bane composite longbow (+2 Str), cloak of resistance +1, Heward's handy haversack, periapt of Wisdom +4, quiver of Ehlonna and 60 arrows, silver holy symbol (Wee Jas), bedroll (x2), bucket, mwk carpentry tools, crowbar, flint and steel, grappling hook, hammer, hooded lantern with continual light inside, ink (10 vials), inkpen (10), miner's pick, pitons (10), prayer book (25 gp), sack (5), scroll case, shovel, silk rope (50 ft., x2), sledge, small steel mirror, spell component pouch, tent, trail rations (30 days), waterskin, whetstone, winter blanket (2), explorer's outfit (2), cleric vestments, 624 gp, 2 sp, 8 cp
[* half cost due to item creation feat]
Background
Nerrandor's home village was razed by marauding gnolls led by a demon-worshiping shaman. Only a child at the time, he was one of the few survivors, thanks to the heroism of Shazal, a visiting human priestess of Wee Jas. Nerrandor was mightily impressed by this cleric's battle magic, and by the way that she forced the shaman's ghoul allies to tear him to pieces. With no home to return to, he begged Shazal to teach him the ways of her goddess. After testing him repeatedly during the refugees' march to a new home, she finally agreed, and took him back to her temple for training.
At the temple, Nerrandor immersed himself in the lore of the gods and magic, and continued the combat training of his youth. Upon his ordination, he found that he channeled divine energy differently than most of his fellow priests--more like the gods of life than those of death. Refusing to let this hinder him, he redoubled his studies, and found that this quirk allowed him to more readily find a place in adventuring companies, who always seemed to need healers.
He is somewhat obsessed with learning about the dead and undead, but unlike many of his priesthood, he has a strong aversion towards the undead, and to many of the darker spells which are considered standard tools of Wee Jas's clerics. He does not seek to create or command the undead for his own ends, but to send them to his goddess for final judgement.
[Additional bio to be determined]
Appearance
Age 144; 5' 3", 105 lbs.; pale skin, jet black hair, green eyes; his black-enameled full plate includes a helmet decorated to look like a skull and a cuirass embossed with the flaming skull symbol of Wee Jas.
Notes
I created Nerrandor for Dungeon Crawl Classics #14: Dungeon Interludes, which my wife DMed in 2006-2007. Due to the demands of being a parent to two very small children, I was only able to play in the first two episodes. She continued the module with the other players, but they never played the final episode. For his stats after those two adventures, see Nerrandor.
This page represents an advanced version suitable for playing that final scenario. I've rebuilt his stat block from scratch, so his ability scores, skills, feats, etc., do not match those of the original Nerrandor.