Izzit-Ogg (3.5e NPC)

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CR 10

Steam mephit sorcerer 7
CE Small outsider (fire)
Init/Senses +6/darkvision 60 ft.; Listen +6, Spot +6
Languages Maridian, Luskan, Khabarat
AC 17, touch 13, flat-footed 15; +1 dodge with Dodge
(+1 size, +2 Dex, +4 natural)
hp 30 (10 HD)
Fort/Ref/Will +5/+7/+8
Speed 30 ft. (6 squares), fly 50 ft. (average)
Melee 2 claws +7 (1d3 plus 1d4 fire)
Base Atk/Grp +6/+2
Atk Options +1 DC to conjuration spells
Special Actions breath weapon, spell-like abilities, summon mephit, spells
Spells Known (CL 7th):
3rd (5/day)—summon monster III, haste (all DC 18)
2nd (7/day)—web, blindness/deafness, bull's strength (all DC 17)
Abilities Str 10, Dex 15, Con 10, Int 6, Wis 11, Cha 21
SQ damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold
Feats Augment Summoning, Dodge, Improved Initiative, Spell Focus (conjuration)
Skills Bluff +18, Escape Artist +7, Hide +11, Listen +6, Diplomacy +7, Disguise +5 (+7 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)
Breath Weapon (Su) 10-foot cone of steam, once every 1d4 rounds, damage 1d4 fire, Reflex DC 16 half. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they have immunity to fire or are otherwise protected. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-like Abilities (Sp) Once per hour Izzit-Ogg can surround itself with a plume of vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a rainstorm of boiling water that affects a 20-foot-square area. Living creatures caught in the storm take 2d6 points of fire damage (Reflex DC 21 half; caster level 6th). This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.
Summon Mephit (Sp) Once per day, Izzit-Ogg can attempt to summon another steam mephit, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.
Fast Healing (Ex) Izzit-Ogg heals only if it is touching boiling water or is in a hot, humid area.

NOTE: Izzit-Ogg is an NPC in the Years of Gold setting, and the entry reflects that. It should be easy enough to adapt to games and campaigns in other settings with only minor cosmetic changes.


Izzit-Ogg was spawned in the scorching sands of the Red Wastes, like many of its kin. The life of mephits rarely extends into the hundreds of years, as they are widely hunted by the men of the eastern kingdoms. Skarrnog had the goblin hunters under his servitude catch a plethora of mephits of various kinds from the desert. Izzit-Ogg fully expected to be used as cannon fodder - but was pleasantly mistaken.

Skarrnog has no lack of foot soldiers, but sharp minds and gifted sorcerers are much rarer among wild goblins. The chieftain had Izzit-Ogg study the arcane arts, which came naturally to the magically-inclined mephit. It became an avid sorcerer and the main advisor of Skarrnog, whispering in his ears when not amusing him with its foul antics. Its knowledge of the workings of a humanoid mind, as well as its natural charisma, have taken it far in the ranks of the Great Claw, and while it bears no respect for the average goblin, it is fanatically devoted to its barghest master.

Appearance and personality[edit]

A little lord of lies.

At 4' 1'' and weighing 3 pounds, Izzit-Ogg is only a tiny bit larger than the average steam mephit, but makes up for it in ego. It is rash, violent, unpleasant and unkind in basically every way possible, to everything and everyone except Skarrnog. It enjoys swearing a great deal (even when highly inappropriate) in all languages it knows (Maridian, Luskan and Khabarat). It dresses in gold and silver jewelry - the more the better - and has an arrogant, bossy demeanor that gives it a strange authority. Apparently no one puts up with a bully that's nasty enough.

Followers and allies[edit]

See Skarrnog.

Recent activity and plans[edit]

See Skarrnog.


Nowhere does Izzit-Ogg's violent, in-your-face attitude show as well as in the fray of combat. It immediately unleashes the strongest spells it can muster, only sizing up the situation after the first few blows. It is intelligent enough to hide on balconies and by the roof, using its flight to a great advantage, and never lets up its magical barrage.

Izzit-Ogg seeks to enhance the fighting prowess of Skarrnog and his bodyguard first and foremost. It begins fights with summon monster III, almost invariably summoning 1d4+1 small fiendish monstrous spiders to overwhelm and flank foes, followed by haste and bull's strength. It then systematically beings to disable foes with web, grease and ray of enfeeblement, and continues to improve Skarrnog and his retinue with magic.

If Izzit-Ogg knows beforehand when and where the fight will happen, all these magical defenses will be up already, and Izzit-Ogg will always try to summon another steam mephit to improve its side's odds. Even though it appears entirely without morality, it has a fierce devotion to Skarrnog, and will fight to the bitter end to protect him. Otherwise, it tends to turn tail and run long before its opponents could catch up with it.

Fiendish Monstrous Spider (augment summoning)
Size/Type: Small Magical Beast
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +0/-4
Attack: Bite +4 melee (1d4 plus poison)
Full Attack: Bite +4 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, web, smite 1/day
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, resistance to cold and fire 5, spell resistance 6
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 11, Dex 17, Con 14, Int —, Wis 10, Cha 2
Skills: Climb +13, Hide +11, Spot +4
Feats: Weapon Finesse
Environment: Any
Organization: Any
Challenge Rating:
Treasure: None
Alignment: Chaotic Evil
Level Adjustment:

Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 1d3 Str. The save DC is Constitution-based.

Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Smite (Ex): Once per day, a fiendish monstrous spider can make a normal melee attack to deal 1 extra damage.

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