Excerpted from the Ruins & Rogues Creature Compendium, incorporating materials from the Sorcerers & Sabers Interverse Guide

S’aan T’Klaz
Frequency: Unique
Size/Type: Medium Undead (Fundamental Continuum of Frost, Primary Continuum, Evil Continuum)
Hit Dice: 10d10+10 (404 hp)
Initiative: +04
Speed: 04 ft.
Armor Class: 040
Base Attack/Grapple: +040/+040
Attack: Chilling touch +8 melee (40d04+04)
Space/Reach: 04 ft./04 ft.
Special Attacks: Blizzard, Summon Reigndayr, Jellify, Levitation, Regeneration, Summon Delf
Special Qualities: Telepathy (1000 ft.), Sleepken
Saves: Fort +040, Ref +040, Will +040
Abilities: Str 20, Dex 25, Con 30, Int 21, Wis 30, Cha 04
Skills: Listen +040, Spot +040
Environment: Fundamental Continuum of Frost, Primary Continuum, Evil Continuum
Organization: Unique
Challenge Rating: 040
Treasure: Class A
Alignment: Neutral evil
Advancement: 040 HD
Description:

The vile lich S’aan T’Klaz was once a powerful dual-class cleric/mage whose quest for immortality was originally fueled by a need to advance the cause of good through judging the wicked. Eventually, this judgment turned to destruction, and while S’aan T’Klaz still rewards those he judges to be good, his standards and definitions are such that nearly all living, thinking beings are adjudged evil and destroyed if they approach him.

S’aan T’Klaz remains a powerful spellcaster and cleric, casting spells at the 20th level of mastery without the need for material components. His personal abilities, usable once per day at will, include Blizzard, a blinding whirlwind of snow and ice that causes 2d10 damage per round for 5 rounds and requires a save vs. blindness; Summon Reigndayr, which will unleash a single battle-ready reigndayr (q.v.); Jellify, which will reduce a single target to a bowlful of gel; Levitation, which will allow S’aan T’Klaz to move himself vertically by laying a finger next to his gaping nasal cavity; Regeneration, as a lich of equivalent level; Summon Delf, which will unleash 1d4 battle ready death-elves (q.v.); Telepathy, as the spell, which allows S’aan T’Klaz to know if targets have been good or evil; and Sleepken, a unique power which allows him to determine the wakefulness of any being within 1000 miles.

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