Drago and Monn Gerring (3.5e NPC)

From D&D Wiki

Jump to: navigation, search
Drago Gerring

CR 2

Male human cleric 2
LE Medium humanoid (human)
Init/Senses +0/Listen +3, Spot +3
Languages Maridian
AC 16, touch 10, flat-footed 16; +1 dodge from Dodge
(+6 armor)
hp 15 (2 HD)
Fort/Ref/Will +6/+2/+6
Speed 20 ft. in banded mail (4 squares), base speed 30 ft.
Melee masterwork longspear +4 (1d8+3/×3)
Base Atk/Grp +1/+3
Special Actions spells
Spells Prepared (CL 2nd):
1st—cause fear (DC 14), divine favor, doom (DC 14), shield of faith
Abilities Str 14, Dex 10, Con 16, Int 12, Wis 17, Cha 11
SQ domains (Death), rebuke undead
Feats Dodge, Lightning Reflexes
Skills Concentration +8, Diplomacy +5, Knowledge (religion) +8, Spellcraft +6
Possessions masterwork longspear, banded mail, unholy symbol
Monn Gerring

CR 2

Male human cleric 2
LE Medium humanoid (human)
Init/Senses +0/Listen +3, Spot +3
Languages Maridian
AC 16, touch 10, flat-footed 16; +1 dodge from Dodge
(+6 armor)
hp 15 (2 HD)
Fort/Ref/Will +6/+2/+6
Speed 20 ft. in banded mail (4 squares), base speed 30 ft.
Melee masterwork dagger +3 (1d4+1)
Base Atk/Grp +1/+2
Special Actions spells
Spells Prepared (CL 2nd):
1st—cause fear (DC 14), bane, command ×2 (DC 14)
Abilities Str 12, Dex 10, Con 16, Int 12, Wis 17, Cha 14
SQ domains (Death), rebuke undead
Feats Dodge, Lightning Reflexes
Skills Concentration +8, Diplomacy +7, Knowledge (religion) +8, Spellcraft +6
Possessions masterwork dagger, banded mail, unholy symbol

NOTE: Clyde and Basil are NPCs in the Years of Gold setting, and the entry reflects that. They should be easy enough to adapt to games and campaigns in other settings, but remember to check them over for Pansaer-exclusive content.

History[edit]

Drago and Monn Gerring, a pair of nigh-identical twins born and raised in Brimhaven, grew in terrible conditions and thus, became terrible men. They joined with one of the many cults of the city when still adolescents, a cult now long dispersed, and then another, and another. Their hunger for dark secrets seemed to know no bounds, and while they learned much, they grew little in power. It was only when they discovered that as twins, they could work their magic together to achieve power that they couldn't alone.

However, the twins have little notoriety in Brimhaven. The city is a wicked one, and the arcane evil of Drago and Monn goes largely unnoticed, to their frustration. To alleviate this and to become a greater threat, they've established a secret base of operations in an old, abandoned well that coincides with a far older crypt complex. They've managed to dry out the mostly-flooded complex, and now practice their necromancy with the help of hunchbacked dregs and trainees.

Appearance and beliefs[edit]

cultists_lair_by_davidmichaelwright-d3cxvdl.jpg
But which one is it?

The twins are hard to tell apart from appearance alone: they're both 5' 6'', although Monn appears a tiny bit shorter due to his sunken shoulders, and they both weigh around 150 lb. They have sharp, almost rat-like faces, both sporting sharp black mustaches and the occasional black strand on their chins. They dress in grays and blacks, with little adorning except for the symbol they both carry around their neck: a wooden bird of poor design. It's the remnant of one of the many cults the twins have frequented.

They become extremely easy to tell apart when they open their mouths, however. While their voice is eerily similar, Drago speaks with harsh words and a superior sneer. Monn, on the other hand, has a terrible stutter which only ever goes away when he's casting spells or alone with his brother. Drago stares at people in an uncomfortable way, while Monn averts his gaze. This has led to Drago taking control of situations and acting as the voice of the pair, even though Monn is the smarter of the two.

Followers and allies[edit]

Drago and Monn are far from influential. Brimhaven is the home of countless of cults, each sporting a charismatic leader - followers are slim pickings. Nonetheless, the twins have managed to entice a few promising adepts into their ranks. It tells loads about them that the adepts are already almost as good as their masters. To fill the ranks, Monn had the clever idea of seeking out homeless, degenerate inhabitants of Brimhaven's surroundings, especially graveyards and dumps. They are extremely attached to the twins (mostly Monn, though), and strangely, Monn seems to return this care. Drago couldn't care less.

Recent activity and plans[edit]

Having excavated and dried out a base of operations, the twins believe they're on a roll. They dream of becoming a powerful cult on the continent scale, and seem blind to the fact that the idea seems extremely unlikely, even impossible. Currently they're attempting to increase people's knowledge of the cult, which they haven't even named yet. This happens through assassinations, animating the occasional skeleton and setting it loose, or by what can only be defined as mischief.

The twins have a taste for skeletons as their undead minions. Even given a perfectly fine body to zombify, they'd rather corrode the flesh off with hide beetles and acid. Perhaps this could even became their trademark (if they were ever to become famous).

Combat[edit]

Neither Drago nor Monn is really a fighter. Drago, with his abrasive personality and slightly bigger frame, can hold his own in close combat, but still prefers to attack from afar using his spear. Monn is absolutely not a fighter. He stays back, boosting his brother and weakening foes with spells; if cornered, he'll strike out with his dagger, but that's it. Lack of fighting experience makes the two less than ideal physical combatants, so they try to avoid direct confrontation: they'd rather throw their minions (although Monn does so unwillingly) under the foes and attack them with traps and schemes.

"The wily man who runs away, lives to fight another day" is the motto both brothers go by. If a fight goes sour, even if not a complete disaster, the brothers will most likely make a run for it. Their cause fear and Monn's command are good ways to make escape a possibility. If one of the brothers is killed, however, the other attacks suicidally. The brothers might be despicable people, but the loyalty they have for each other is absolute.


Back to Main Page3.5e HomebrewNPCsCR 2

Back to Main Page3.5e HomebrewNPCsECL 4
Back to Main Page3.5e HomebrewCampaign SettingsYears of Gold

Home of user-generated,
homebrew pages!


Advertisements: