Myrhha, the War Witch (CL 20)


Female Half-Red Dragon
Sorcerer 20
NE Medium Dragon (Augmented Humanoid)
Initiative: +5
Senses: darkvision 60 ft, low-light vision, Listen +6, Spot +6
Languages: Common, Draconic, Giant, Goblinoid

AC 26, touch 15, flat-footed 25
(+1 Dex, +7 armor, +4 natural, +4 deflection)
HD 20 (81 hp)
Immune: fire, sleep, paralysis
Fort: +7 Ref: +7 Will: +12
Speed: 30 ft. (6 squares)

Melee: +4 brilliant energy spear +21/+16 (1d8+21, x3) and bite +12 (1d6+3)
Melee: +2 heavy mace +19/+14 (1d8+9, x2) and bite +12 (1d6+3)
Melee: 2 claws +17/+17 (1d4+7) and bite +12 (1d6+3)
Ranged: touch +11 (spell)

Base Attack: +10 Grp: +17
Atk Options: Power Attack, Cleave
Combat Gear: ring of regeneration, rod of quicken metamagic, scroll of dimensional anchor, scroll of flesh to stone, potion of cure critical wounds

Sorcerer Spells Known (CL 20th)
9th (6/day)- Bigby's crushing hand (+41 grapple, 2d6+12 dmg; +18 bull rush; AC 20, 81 hp; can provide +4 AC), power word kill, shapechange
8th (6/day)- incendiary cloud (DC 24 half, 4d6 fire dmg/round), mind blank (DC 23 harmless), Otiluke's telekinetic sphere (DC 24)
7th (6/day)- control undead (DC 22), limited wish, prismatic spray (DC 23)
6th (6/day)- greater dispel magic, mass suggestion (DC 21), summon monster VI
5th (7/day)- dominate person (DC 20), hold monster (DC 20), teleport, wall of force
4th (7/day)- bestow curse (DC 19), fear (DC 19), fire shield (1d6+20 fire dmg), scrying (DC 19)
3rd (7/day)- fireball (DC 19; 10d6 fire dmg), protection from energy (absorbs 120 points), ray of exhaustion (DC 18, ranged touch +11), slow (DC 18)
2nd (7/day)- cat's grace, invisibility, protection from arrows (DR 10/magic), pyrotechnics (DC 17), scorching ray (3 rays, 4d6 fire dmg, +11 ranged touch)
1st (8/day)- enlarge person (DC 16), magic missile (5 missiles, 1d4+1 force dmg), protection from good (DC 16), shield, truestrike
0 (6/day)- acid splash (1d3 acid dmg, ranged touch +11), detect magic, detect poison, flare (DC 15), light, mage hand, message, read magic, resistance

Abilities: Str 24 Dex 12 Con 13 Int 17 Wis 11 Cha 20
SQ: evasion, familiar, scry on familiar, share spells, half-dragon traits
Feats: Alertness* (if familiar is within 5 ft.), Cleave, Combat Casting, Improved Initiative, Leadership, Power Attack, Scribe Scroll, Spell Focus (conjuration), Spell Focus (evocation)
* Bonus to listen and spot have not been included in above statistics.
Skills: Bluff +8*, Concentration +17, Craft (alchemy) +18, Diplomacy +11, Intimidate +11, Knowledge (arcana) +19, Knowledge (history) +12, Listen +6, Sense Motive +10, Spellcraft +26, Spot +6.
*= bonus applies only if familiar is within 1 mile. If not, Bluff +5.

Possessions: +7 bracers of armor, +4 ring of protection, +4 brilliant energy spear, +2 heavy mace, wings of flying, combat gear listed above.

Breath Weapon (Su): Once/day, 30 ft. cone of fire; 6d8 fire damage; Ref DC 11. The save is Constitution based.

Aghamook, Snake Familiar(CR - )
N Tiny magical beast
Init: +3; Senses: Listen +6, Spot +6
Languages: Empathic link, speak with master


AC 27, touch 15, flat-footed 24
(+2 size, +3 Dex, +12 natural)
HD 20 (40 hp); SR 25
Fort +6 Ref +9 Will +13

Speed 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Melee Bite +15 (1 plus poison)
Space 2.5 ft; Reach 0 ft.
Base Atk +10; Grp -1
Atk Options deliver touch spells, poison (DC 10, 1d6 Con/ 1d6 Con)

Abilities Str 4, Dex 17, Con 11, Int 15, Wis 12, Cha 2
SQScent, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with snakes, scry on familiar
Feats Dodge, Weapon Finesse
Skills Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5
Improved Evasion (Ex) No damage on successful Reflex save and half damage if the save fails.
Poison (Ex): Bite deals initial and secondary damage of 1d6 Constitution points. The Fort save is DC 10. The save DC is Constitution based.

The being known commonly as the 'War Witch' was born with the name Myrhha and is a powerful sorceress from the lands of Argonak. Born from the union between her red dragon father and her mother, the wife of a powerful barbarian chieftain, the War Witch and her mother were soon abandoned by their human clansmen. Her mother's real husband banished his pregnant wife as he was known to be impotent and knew the babe could not be his and was unclear as to whom the real father might be. Rather than have his wife executed, as is Argonak custom, he sent her away to live with the people of the hills, her distant kin. It was here that the War Witch was born among little fanfare.

From the day of her birth, it was clear that Myrhha was inhuman and a half-dragon. Her draconic traits only became more pronounced as she grew older, as did her magical talents and her lust for power and wealth. The War Witch is a tall humanoid standing at just under 6 1/2' and weighing 245 pounds. The War Witch has red, scaly skin the color of a ripe pomegranate but with smooth facial features. She has almond shaped eyes, pointed ears, long neck and the cranial facial ridges common to her red dragon lineage. Small horns protrude along her hair line and from the top of her head which is oddly crowned with a luxurious head of sable hair.

Myrhha is well proportioned with shapely hips, long legs and an ample bossom which only adds to her already sensuous appearance. She is blessed with a rather dominate personality which makes her suitable to rule, a position she is only too ready to assume. The War Witch is something of a megalomaniac. Although perhaps not completely neurotic, she certainly has a passion for doing grand things. She is quite selfish as well as self-centered. She is a vain creature with a strong tendency toward greed and materialism. Overall, the War Witch is strong-willed, domineering and forceful to match her imposing stature.

As the Tyrant-Queen of Argonak, Myrhha the War Witch has access to many magical weapons and devices. She will generally carry the equipment detailed in her statistic block but augment this as the need may require or if she receives advance warning of a particular assault.

Combat
The War Witch is a powerful arcane spellcaster and has a number of potent spells at her disposal. Each morning, she will have a mind blank spell cast upon herself which will last for 24 hours. Although a capable warrior, she generally prefers to allow her personal guards and servants battle her foes directly while she remains behind to direct the fray and cast spells. She is also not above using her wings of flying to rise above the combat in order to gain a height advantage, especially if her enemy lacks missile weapons.

At the start of a battle, she will hurl a fireball quickened with her metamagic rod followed by an incendiary cloud. Following this direct assault, she will attempt to cast her summon monster VI to call forth aid if her enemy outnumbers her allies. Following this, the War Witch will attempt to cast hold monster upon a party spellcaster and dominate person upon the strongest fighter-type. If given the opportunity, she will direct power word kill against any leader types or an enemy that seems to be gaining an advantage. If this spell fails, she will follow it up with a Bigby's crushing hand against the same target.

If an opponent attempts to approach her for melee, she will protect herself with a quickened fire shield and then a cat's grace if she has time. She will use as many spells as she can before resorting to her magical weaponry. Her typical preference is a ray of exhaustion against fighters, slow against rogues and prismatic spray against spellcasters. She will also keep a close watch on the battlefield casting her greater dispel magic as required.

If a battle seems to be going against her, the War Witch likes to use her shapechange to transform into a colossal red dragon and then attacking with that form's claws, bite, tail, wings and fiery breath weapon. Shapes that possess multiple attacks are her preferred choice and she also enjoys instilling a sense of panic and fear in the enemy.

Allies and Enemies
Myrhha the War Witch is extremely charismatic and uses her Leadership feat as well as her high Charisma score to influence numerous followers. Among these there are several who consider themselves highly devoted to the War Witch and would even give their lives for her. Some of these include her Captain of the Guard (LE male human, Ftr 14), her spiritual attendant (NE female human, Dragon Shaman 13) and her Grand Advisor (LE male efreet).

For every ally, however, the War Witch has surely gained many more enemies in her rapid rise. Most of the internal rivals within the borders of Argonak have of course been eliminated. The Marquis of Fenmarch appears to be loyal for now but distrusts as well as fears his new liege. The nobles of Rendore, Norgale and the Shield March are her greatest threat, particularly the King of Rendore himself. Gloredhel, the Pearl Dragon Noble in the Mystic Mountains, surely knows of the War Witch and her recent activities but appears to be either too reticent or perhaps too ambivalent to care. The Dark Lord of Cravenkeep and his Court do not have the same luxury however for they have heard whispers of the War Witch's plans for Golrune and fear for their own safety.

Long Range Goals
The War Witch has only recently taken control of the Tainted Throne and is currently in the process of solidifying her position, disposing of any remaining threats as well as any future rivals to her power. Ultimately, she wishes to gain control over all central Aldaria and all the wealth it has to offer.

Obviously, her greatest threat lies within the Kingdom of Rendore and she will attempt to demoralize its people before engaging in a direct assault. Before this, however, she plans to strengthen her allegiance with the hobgoblin Lord of the March. Once this is established, the War Witch will first strike toward the West claiming complete control to the lands in the rear, namely the Ravaged Nomads and the land of Golrune. The War Witch has also begun sending out spies and ambassadors to a number of monstrous clans within the Mystic and Spineridge Mountains with promises of blood, gold and battle frenzy.

Legends of Hyerune © 2006