Wednesday, January 27, 2016

Wizard Wednesday: Abrax the Terrible

Like this, but with the spikes facing out, and the face is a scarier.
A metal sarcophagus floats towards you. Whatever is inside screams and gibbers in it's madness, and all around magic erupts, incinerating anything that stands in it's way. THIS is Abraxas the Terrible.

But his real name is Carl.

Carl Ingsbell was an adventuring wizard, up until an ogre threw him across the room. When he woke up two days later, he was paralyzed from the neck down. For one sad, bitter hour he cried, cursing his friends for pulling him out of the dungeon at all.

It is surprisingly hard to find pictures of levitating doom coffins. I can't understand why.
And then he got over it. Carl is an optimist, you see, and that means quite a bit when you're a wizard. He would 't let something as trivial as being unable to move his limbs stop him from adventuring. He spent most of his adventurer's loot on an enormous metal coffin, tougher then any armor, and locked himself inside. Tenser's Floating disk moves him around. Prestidigitation keeps the coffin clean. A tight metal grate in front if his mouth lets him cast spells, and unlocks come meal time. He's got a few apprentices now who feed and buy shit for him. He delights in dressing them as deranged cultists.

Because Carl knows he's freaky, and he figures he might as well use it. He screams, he howls, he speaks in a strange and terrible voice. He's bolted on an entire mess of spikes to his sarcophagus, casted the head to look like a demon, and liberally decorated everything with skulls. He loves how stupid the name 'Abrax' sounds.



When he's not striking fear in the hearts of his enemies, Carl likes to talk politics and play chess. He loves intelligent conversation and adventurers; they remind him of the good old days. His current plan is to find someway to fix his back. He hasn't met with a lot of luck, but remains hopeful. If he does, he'll give away the sarcophagus to the first asker: he's sick of the bloody thing.

Abrax's motto is "I WILL EAT YOUR SOULS." 
Carl's motto is "THIS WON'T STOP ME I'M A WIZARD."

A note on his armor: Normal weapons can't pierce Abrax's metal coffin. They can pound his mouth grate in, which has 10 HP, but you need to roll 15+ to hit. While Abrax can float, he moves a measly 10ft per round, and turns pretty damn slow: it takes him a whole turn to spin 90 degrees.

Adventure Hooks
  1. The Party encounters Abrax in the dungeon. He's fighting a bunch of orcs. The orcs see the party and cry for help. 
  2. The Party encounters Abrax in the dungeon. He's currently sleeping and his apprentices are out. His sarcophagus is creepy but still. 
  3. The Party encounters Abrax on the road. He interrogates your cleric, asking if they have a spell that can fix his back and let him leave his coffin. 
  4. The Party encounters Abrax in his Sarcophagus, lying on the floor. He's yelling for help: he's in an antimagic field and every monster in the dungeon has been banging on his coffin. The thing will take at least ten men to move, but Abrax can tell you a lot about the dungeon. 
  5. In someone else's evil lair, you find Abrax. The guy who owns this place is a douche: he cured Abrax of his broken back but locked him in his coffin. Abrax begs you to find the key and let him out. Or at least get that fucker in front of him: Abrax still has a fireball ready for that son of a bitch. 
  6. Some dudes in bloodstained robes approach you. They ask if you'd be willing to talk their boss about current events. It's not weird I swear.

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