Kehdrazz

Fiend of Fear

Note: all combat abilities and statistics depicted here represent his fully powered form.

Armor Class

-8

THAC0

7

Hit Dice

13

No.of attacks

1 or 2

Damage/Attack

3-24 or 2-12/2-12

Special Attacks

Aura of Terror, poison, dream control, magic abilities, illusions

Special defenses

+3 or better weapons to hit

Magic Resistance

70%

Size

L (12' tall)

 

Description

Kehdrazz will rarely ever be seen in his true form, and it is doubted if he has one, when seen, he will take the shape of the looker's worst fear or nightmare, shifting it to appear even more fearsome.

His true form, which the PCs will probably never see unless they confront him, is that of a large, strong man (?) with red skin and large claws; sharp, long black nails protuding from his fingers. His face, legs and upper body are covered in black cloth, only bright red eyes shining through.

History

 It is not known how this monster came to be, it is theorized that it was the invention of an evil elder god to plague mankind, and others say that it is a manifestation of the sentient races' fear, and still some others claim that he was born when a great catastrophe shook the world, killing thousands of innocent victims, and that it was their fear, or the whole of their vengeful spirits that somehow created this fiend.

In this day and age, nobody really remembers the legend of Kehdrazz, and that is because an ancient culture trapped him centuries ago within a statue, and he has stayed there ever since... until now.

The statue which once held him has lost most of its magic over the years, and as a matter of fact, it can no longer contain the fiend. Why hasn't Kehdrazz escaped his cage then?, there are several reasons for it, the statue is in a special chamber, and several magical runes cover its interior, so that even if he escaped the idol, he could not escape the room. And second, when he was trapped in the idol, his material body was destroyed, and he is now nothing but a relatively powerless spirit.

All that Kehdrazz needs to escape is someone who opens the door to his cage, a sentient being so he can inhabit him, posess his mind and feed on his fear until he becomes powerful enough to recreate his mundane form.

 

Having your party meet Kehdrazz

The system is simple, Kehdrazz is trapped within an ancient temple, a forgotten temple that now lays in ruins, and the few locals who had seen it shun it, claiming it is cursed, talk about an adventurer's magnet!!.

If and when the party enters the ruins, they will eventually come across a certain door, filled with incomprehensive runes and signs (warnings actually), but the lenguage of the civilization that captured him is long lost, and it is probable that even a Comprehend lenguages spell may fail or show nothing more than cryptic words. If the party opens the door and enters the room, Kehdrazz will try to enter their minds (saving throw vs. spells at -4 to avoid, or, if you are feeling sadistic, no saving throw at all!!, recommended), once there, no ill effect will come to them, at least for a few months.

Some weeks or months later, the PCs will begin to experience vivid nightmares (works better if you don't let them know it's a dream until it is over) and hallucinations, be sure to make them as horrible as you can, playing on the PCs love, hatred, fears, etc.

The party will then begin to see strange monsters in several places, as if they are following them, these monsters are feyrs (see the monstrous Compendium for full description) called by Kehdrazz to aid him, these feyrs are like the usual ones, but they are focused on fear, and you should modify his abilities accordingly.

Once he becomes powerful enough, he will recreate his material body out of any nearby corpse, or, if you are feeling sadistic, one of the PCs bodies, and leave to plot against mankind once again.

 

Combat

Kehdrazz does not like fighting face to face, preparing to teleport (as spell, twice a day) away and attack using his other powers and illusions, but if he is pushed into combat, he is quite a fearsome opponent.

The moment his opponents see him, they must save vs. Spell at -6 or flee in terror for 1-6 turns.

He can choose to slash his opponents with his huge claws (2-12 hp damage), attacking twice per round, or he may choose bite a fierce opponent (he will normally not use this attack) with his sharp fangs, causing 3-24 hp of bite damage, and injecting a deadly toxin that causes its victims to enter a feverish state in seconds, which can rapidly escalate until the victim dies in 2-5 rounds (15/death).

Aside from all these, he has several magical spell-like abilities,at 20th level spell use; Hypnotic pattern (twice a day), improved phantasmal force (twice a day), improved invisibility (at will), misdirection (twice a day), spectral force (once a day), fear (at will), hallucinatory terrain (at will), phantasmal killer (once a day, but he prefers making his victims suffer rather than killing them), shadow monsters (once a day), emotion (twice a day), symbol (fear and hopelessness, twice a day), confusion (twice a day), advanced illusion (at will), programmed illusion (at will), nightmare (reverse of dream, at will), permanent illusion (at will).

 

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