Name: Moslammin, Closer of Doors
Symbol: A wooden door, closed and held by an iron spike
Armor Class: -5 [24]
Damage: 3d6 (x2 with backstab)
Hoard Class: 100 masterwork iron spikes
Alignment: Lawful
Movement: 120' (40')
Hit Points (Hit Dice): 86 hp (20 HD)
Attacks: 1 Slam
Save: T20
Morale: 9
XP: 6,250
Symbol: A wooden door, closed and held by an iron spike
Armor Class: -5 [24]
Damage: 3d6 (x2 with backstab)
Hoard Class: 100 masterwork iron spikes
Alignment: Lawful
Movement: 120' (40')
Hit Points (Hit Dice): 86 hp (20 HD)
Attacks: 1 Slam
Save: T20
Morale: 9
XP: 6,250
Aside
from all the monsters, traps, mad wizards, and cursed artifacts that
an adventuring party must face, the most persistent threat in any
dungeon is the closed door. Deep in bowls of the dungeon, doors
rarely function properly. They warp, swell, and stick, becoming
nigh-unbudgeable obstacles that only the brawniest of barbarians or
fittest of fighters can hope to shove open. Worst yet, dungeon doors
have a nasty habit of shutting and sticking once more after the
adventurers' backs are turned.
The
Acolytes of Sealed Temple in the Valley of Passages attribute this
uncanny behavior to Moslammin, Closer of Doors, a petty god. Open
doors, cleared passages, and accessible rooms are anathema to
Moslammin. As it is written in the wood-bound tomes of his (few)
clerics, “How might a man prove his worth, if he can enter any
sanctum with ease? Better it is that his every step be dogged with
adversity, no matter how small.” Moslammin closes doors not to
pester, they say, but to test mankind's patience and thus make us
immune to petty irritations.
Moslammin's
avatar appears as a hunched and hooded figure who creeps silently
through dark and damp dungeon corridors, closing and holding shut any
door he passes. If he encounters an adventuring party he deems worthy
of his “blessings,” he will follow them silently and invisibly
throughout an entire dungeon, closing and sealing any open doors they
may leave in their wake.
Moslammin
has all the skills and abilities of a level 20 thief, except
the “Pick Locks” skill.
He may also cast invisibility,
silence
15' radius,
and wizard
lock
as a level 20 magic user at will.
I like it!
ReplyDeleteDid you do an ink version of this illo?
ReplyDelete