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Character Spotlight: Canabulum

The Runewardens, #4

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This article is part of a monthly feature showcasing the backgrounds and game stats of character from my Ptolus Campaign. Feel free to pick up these characters and use them as NPCs in your own games! And if you'd like to read about the characters' adventures in greater detail, download the compiled Campaign Journal.

Born eighty years ago in the mountainous lands to the east, Canabulum learned magic from another minotaur named Raumon. Once he had learned all that Raumon could teach, he wandered human lands looking for magical items and knowledge. Eventually, Canabulum came to Ptolus and spent a year or two getting by and gaining knowledge here and there.

Eventually, Canabulum fell in with a giant named Ymrik, who claimed to be a direct representative of Uemyrae, an obscure god of magic. With support from this deity, Ymrik led a number of giants and minotaurs on a daring raid to steal an object from an old human loremaster named Onchil Weatherborn who lived in a tower by the sea south of the city. This object was called the eldritch cask and contained, so Ymrik told Canabulum, vast magical power that an arcane spellcaster could draw upon. After they defeated Onchil and returned to Ymrik's hidden lair beneath Ptolus, Canabulum learned that Ymrik had lied.

The artifact was actually something called the box of shadows. This was an item of great importance to Ymrik's true patron, the God of Shades, Maleskari. It contained a direct link with a horrible realm of unending shadow and soul-numbing cold. Canabulum tried to wrest the item from Ymrik, but was unsuccessful. Fortunately, he was able to escape.

Shortly thereafter, a Shoal elf named Daersidian Ringsire learned of Canabulum and his experiences. Daersidian wanted to hear what he knew of Ymrik and the box of shadows. Daersidian matched Canabulum up with a group of other adventurers interested in taking the box of shadows from the giant -- a cleric named Mara, a paladin named Zophas, a sorcerer named Serai, a swordsman named Shurrin, and a monk named Aliya. Canabulum went with them to strike back at Ymrik and rob him of his treasure, but eventually he found that the greatest reward he won that day was the companionship of these life-long allies who accepted him as one of their own.

Even in cosmopolitan Ptolus, a minotaur has trouble getting around without causing a stir or encountering prejudices. Thus, Canabulum found a place beneath the city (accessible through the sewers) in which to live. Over time, he filled it with various comforts and luxuries. Udalaag, a sort of half-dragon/half-umber hulk mascot of the group, eventually "laired" with Canabulum there.

Although he has acted in self-serving, sometimes criminal ways in the past, Canabulum has turned from such activities. The acquisition of power remains important to him, but his experiences with Ymrik taught him that there are lengths to which one should not go. That said, he learned quickly not to tell people -- even his closest companions -- that his specialty in the magical arts was necromancy. Canabulum was not interested in undead, but he was fascinated by the primal forces behind life and death.

Before going into a fight, Canabulum ideally casts mage armor and fly or expeditious retreat. Mobility is important to Canabulum, who uses his Spring Attack and reach to great effect in delivering touch spells like chill touch or vampiric touch.

Canabulum has a snake familiar named Hemlock (34 hp). Very rarely does Canabulum allow Hemlock to fight alongside him. Usually, it stays out of the way, sometimes wrapped around its master's leg.

This is Canabulum in the middle of his career, around the time he and his friends went to the Jewels of Parnaith.

Canabulum
Male incabulum minotaur (Chaotic Good)
Necromancer 7
Init +2 Speed 30 feet
HD 3d8+9 + 7d4+21 hp 68
AC 18, touch 14, flat-footed 17
BAB/Grapple +6/+14
Attack +10 melee (1d8+6, quarterstaff) or +9 melee (1d8+6, gore) or +7 ranged (1d10, heavy crossbow)
Full Attack +10/+5 melee (1d8+6, quarterstaff) and +4 melee (1d8+2, gore) or +7 ranged (1d10, heavy crossbow)
Languages: Common, Giant, Draconic
SA Charge (+11 attack bonus, 2d6+6 damage)
SQ Darkvision 60 feet, scent, natural cunning
Fort +10, Ref +10, Will +12
Str 19, Dex 14, Con 16, Int 19, Wis 13, Cha 11

Crucial Skills: Concentration +12, Intimidate +4, Listen +7, Search +8, Spot +7.
Other Skills: Knowledge (arcana) +14, Spellcraft +14.
Crucial Feats: Dodge, Mobility, Spring Attack.
Other Feats: Alertness, Craft Wand, Scribe Scroll, Weapon Focus (touch spells).

Spells: 5/6/5/4/2, save DC 14 + spell level, necromancy spells 15 + spell level.
4th—enervation, scrying.
3rd—fly, lightning bolt, suggestion, vampiric touch.
2nd—alter self, ghoul touch (x2), invisibility, rope trick.
1st—chill touch (x2), expeditious retreat, mage armor, magic missile, true strike.
0—detect magic disrupt undead, ghost sound, light, mage hand.

Possessions: Masterwork quarterstaff, heavy crossbow, bolts (20), ring of protection +2, headband of intelect +2, gauntlets of ogre power +2, boots of speed, cloak of resistance +2, wand of lightning bolt (5th level, 22 charges), wand sheath, parchment, ink and pen, 100 pp, 320 gp.

 

 

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