Krakok

Krakok was born the son of a powerful drow priestess. However, from birth he was shunned because of a deformity on his face, barely noticeable to any without the keen sense of perfection of the drow. To make matters worse, a prophet told the priestess that Krakok was cursed. He told the priestess that Krakok would bring death and pain to the drow one day. He told her that any drow that killed Krakok would not survive the coming year, and no mortal magics would revive the killer from the dead. When the priestess asked for options, the prophet told her to abandon her son to the surface world, where the sun would render him weak and the surface-dwelling humanoids would surely kill him themselves. Some believe that the profit lied to the priestess, and manipulated events so that Krakok would live and become the monster he is today.

Needless to say, Krakok was not killed. As fate would have it, there was an orphanage nearby, and its owner found the screaming drow child. The owner refused to let the child suffer, no matter his race, and brought him to the orphanage. Unfortunately, the other children were not so understanding. They tormented Krakok, bullied him and called him names, told him that there was evil in his very blood. Krakok only found peace in the prayers the orphanage made the children perform every day. Krakok prayed to be left alone, but his prayers were unanswered. The many beatings that he received from the other children left him deformed, his entire face scarred and misshapen.

When Krakok was fourteen, and still not adopted, something in him snapped. When the entire orphanage’s population was in the chapel, he locked the doors shut and set fire to the entire building. He watched his home and everyone he knew die that day, sobbing with hatred as he did so. Then he walked, barefoot all day and night until he came to a small village. To Krakok’s surprise, he was welcomed by the village cleric and brought into the old man’s home. The cleric allowed Krakok to live there and do chores for him, and in time he revealed to Krakok that he did not worship the good and benevolent god that the village believed. Instead, he worshipped a god of death. He had incorporated himself into this society and was slowly taking control over the village. The old man began to teach Krakok in the ways of divine magic, and in the teachings of his god. He told Krakok that death was the only eternal and reliable thing, and that true power came from revering it. When he finally believed that he could trust Krakok enough, he let the drow in on his master plan. When the time was right, he intended to suck the life from the entire village, giving him hundreds of years of life and youth while slaughtering the unsuspecting villagers. Krakok agreed to help the cleric, and went on several missions to find vital spell components, occasionally coming to odds with an adventuring group that wished to stop him.

Eventually the cleric got everything he needed and lured the villagers to the town square. Then he began his ritual and drained the life from every villager. Krakok, who was safe within the protective circle with his master, aided the old man until the absolute last minute. Then he grabbed his sword and rammed it through his master’s backside. As the old man lay dying, he asked why, and Krakok sneered. He told the cleric that he had sought to cheat death, something that he had taught his apprentice was inevitable. Death, Krakok argued, was something that should be embraced, not fought against. Even the cleric’s god was a fake in Krakok’s eyes, he used death only as a means of advancing his own power. With one last stroke Krakok cut off his master’s head and let the life force that filled the air dissipate.

Krakok now worships no god. Instead he worships the concept of death, and not existing. His ultimate goal is to destroy all life and existence, everywhere in the universe. He has gained a significant following since he began his quest at the age of sixteen, and he has personally killed hundreds of innocent people. In his crusade, he discovered a spell to fix his damaged face, even removing the small imperfection he had when he was born. Krakok is notoriously vain and shaves his head every morning, so that not one hair would ever be out of place.

Krakok’s cult goes from village to village, striking targets of opportunity, and killing every inhabitant. Krakok encourages his followers to be creative with the killings, and he personally watches as many as he can. When he has the time, Krakok tortures his victims, not for information, just to make them suffer as they finally die. Krakok refuses to bring any of his followers back from the dead, claiming that it would be the highest blasphemy.

Krakok’s cult has access to the domains of Death, Destruction and Evil.

Chaotic Evil male drow (Medium Humanoid)
Cleric 17th
Hit Dice: 17d8+34 (114)
Initiative: +4
Speed: 20 ft
Armor Class: 34 (+13 armor, +1 dex, +5 natural, +5 deflection)
Base Attack/Grapple: (+12/+7/+2)/+15
Attack: Mace, Heavy +20/+15/+10
Damage: Mace, Heavy (1d8+8)
Space/Reach: 5ft/5ft
Saves: Fort +14, Ref +11, Will +17
Abilities: Str 16, Dex 18, Con 14, Int 15, Wis 20, Cha 18
Skills: Knowledge (religion) +22, Concentration +22, Spellcraft +22, Diplomacy +24
Feats: Endurance, Diehard, Quicken Spell, Iron Will, Lightning Reflexes, Great Fortitude

Spells: 0th-Detect Magic, Read Magic, Light, Purify Food and Drink, Resistance (x2) 1st-Cause Fear (x2), Command (x2) Cure Light Wounds (x2), Protection From Good, Doom 2nd-Bear’s Endurance, Death Knell, Hold Person (x3), Lesser Restoration, Enthrall 3rd-Cure Serious Wounds (x3), Contagion, Inflict Serious Wounds (x3) 4th-Death Ward, Spell Immunity, Dismissal, Giant Vermin, Dimensional Anchor, Freedom of Movement 5th-Flame Strike (x3), Slay Living (x2), Inflict Light Wounds Mass 6th-Harm (x2), Heal (x2) 7th-Regenerate, Symbol of Weakness, Destruction, Disintegrate 8th-Symbol of Death, Inflict Critical Wounds Mass, Cloak of Chaos, Earthquake

Equipment: Cloak of Displacement, Minor, +5 Full Plate, Amulet of Natural Armor +5, +5 Heavy Mace, Ring of Protection +5, Ring of Spell Turning, Necklace of Fireballs Type VII, Lantern of Revealing, 2,520 GP

Domains: Death and Destruction

Special Qualities: Darkvision 120 feet, Spell-Like Abilities: Dancing Lights, Darkness, Faerie Fire 1/Day, Light Blindness, Spell Resistance 28

Languages: Common, Elven, Undercommon, Goblin, Orcish

Challenge Rating: 18

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