Lord Soth, Spring 356 AC
by Joe Mashuga
Note: As an undead creature, Lord Soth technically has no Constitution score.
Cleric Abilities: Aura, rebuke undead (+2 synergy bonus), spells, spontaneous casting.
Death Knight: Abyssal blast 1/day (range 1120 ft., 18d6 half-fire half-divine damage, Reflex DC 27 for half); create skeletal warrior; damage reduction 10/magic; fear aura (Will DC 27; immune to cold, electricity, and polymorph effects; power word 1/day (blind, stun, or kill, as 18th-level wizard); see invisibility; spell resistance 28; summon mount (typically a 9-HD nightmare); symbol 1/day (pain or fear, as 18th-level wizard); spell-like abilities (1/day – detect magic, dispel magic, wall of ice, as 18th-level wizard); touch attack (1d8+8 plus 1 Con, Will DC 27 for half damage and no Con loss); turn immunity; undead followers (up to 36 HD); undead traits.
Knight of the Crown Abilities: Fight to the death, heroic initiative (+2).
Rogue Knight Abilities: Desperate strike +2d6, dire providence, fate's hand, favored foe +2 (Knights of Solamnia), hardhearted, honor's price, smite law 1/day (+8 to hit, +5 to damage).
Ex-Knight of Solamnia: As an ex-Knight of Solamnia, Lord Soth does not have the honorable will, knightly courage, or strength of honor abilities. He has traded his Knight of the Sword and Knight of the Rose levels for Rogue Knight levels, and has gained the fate's hand, favored foe*, and hardhearted abilities for being an ex-Knight. *Favored foe is not named as such but is described in the Former Knight Levels section of the rogue knight prestige class.
Lord Soth's Nightmare: Large outsider (evil, extraplanar); HD 9d8+36; hp 80; Init +6; Spd 30 ft., fly 90 ft.; AC 30, touch 11, flat-footed 28; Base Atk +9; Grp +17; Atk +12/+12 melee (1d8+4 plus 1d4 fire, 2 hooves) and +7 melee (1d8+2, bite); AL NE; SV Fort +10, Ref +8, Will +8; Str 19, Dex 14, Con 18, Int 12, Wis 14, Cha 10.
Languages: Abyssal, Common, Infernal.
Skills and Feats: Concentration +16, Diplomacy +2, Intimidate +12, Knowledge (the planes) +13, Listen +16, Move Silently +14, Search +13, Sense Motive +14, Spot +16, Survival +14 (+16 on other planes and following tracks); Alertness, Improved Initiative, Run, Track.
Special Qualities: Astral projection, darkvision 60 ft., etherealness, flaming hooves, smoke.
Possessions: +1 chainmail barding, military saddle.
Bluff +8*, Diplomacy +18*, Gather Information +6*, Handle Animal +13, Intimidate +15*, Knowledge (arcana) +5, Knowledge (nobility & royalty) +8, Knowledge (religion) +5, Listen +4, Ride +21, Speak Language (Infernal), Spellcraft +4, Spot +4. *These skills increase by +5 when dealing with dishonorable or unsavory characters, and are decreased by –5 when dealing with the Knights of Solamnia.
Alertness, Cleave, Diehard, Endurance, Great Cleave, Honor-bound, Improved Critical (greatsword), Leadership, Mounted Combat, Power Attack, Ride-By Attack, Stubborn, Weapon Focus (greatsword), Weapon Specialization (greatsword).
Common, Infernal, Solamnic.
Spells: Cleric Spells per Day: 3/2+1; base DC = 12 + spell level. Deity: Takhisis. Domains: Evil (cast evil spells at +1 caster level), Law (cast law spells at +1 caster level).
+3 unholy greatsword (+28/+23/+18/+13 melee, 2d6+16/17-20) or touch (+25/+20/+15/+10 melee, 1d8+8 and 1 Con).
Possessions (as NPC):
+5 full plate, +1 lance, +3 unholy greatsword, amulet of natural armor +2, belt of giant strength +4, cloak of Charisma +4, ring of protection +2.
6'5" 300 lbs., glowing orange eyes, approximately 400 years old.
Loren Soth was once a shining exemple of the Knights of Solamnia. His deeds won him many accolades, and he became a Knight of the Rose approximately 2 PC. However, fate would conspire against Lord Soth in the form of an elven maiden named Isolde. Soth rescued the maiden and was instantly infatuated with her, so much so that he eventually slew his current wife and made Isolde his bride.
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