Sorenth "Happy" Gorender (3.5e NPC)

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Sorenth "Happy" Gorender

CR 16

Male human vampire rogue 8, guild thief 5
NE medium undead
Init/Senses +5/Listen +9, Spot +10
AC 33, touch 18, flat-footed 25
hp 90 (13 HD); DR 10/Silver and Magic; Fast Healing 5
Immune Undead Immunities
Resist cold 10, electricity 10, evasion, +4 turn resistance
Fort/Ref/Will +6/+18/+10
Speed 30ft; Spider Climb; Gaseous Form
Melee Melee: +11/+6 poisoned +1 distance returning daggers (1d4+5 + poison) or +10/+5 Slam (1d6+4 + 2 negative levels) or +13/+8 poisoned +1 distance returning daggers (20ft, 1d4+5 + poison)
Base Atk/Grp +10/+14
Atk Options Energy Drain, Blood Drain, Sneak Attack +7d6
Special Actions Dominate (DC 20), Alternate Form, Children of the Night
Abilities Str 28, Dex 21 (27), Con —, Int 16, Wis 19, Cha 18
SQ Slow Fall 30 ft., Create Spawn, Evasion, Improved Uncanny Dodge, Trap Sense +2, Double Speak, Reputation +3
Feats Craven, Blind-Fight, Darkstalker, Knowledge Devotion, Travel Devotion, Able Learner, Education, Leadership
Skills Bluff +17, Decipher Script +6, Diplomacy +15, Disable Device +18, Disguise +17, Gather Information +16, Hide +25, Intimidate +15, Jump +10, Listen +9, Knowledge (local) +22, Move Silently +24, Open Lock +15, Perform (String Instruments) +12, Tumble +19, Search +17, Sense Motive +12, Spot +10
Possessions +1 Distance Returning Dagger, Gloves of Dexterity +6, Belt of Battle, +5 Mithril Shirt, Cloak of Resistance +3, and an adamantine coffin
Blood Drain (Ex) Sorenth can suck blood from a living victim with his fangs by making a successful grapple check. If he pins the foe, he drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, he gains 5 temporary hit points.
Children of the Night (Su) Sorenth commands the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve him for up to 1 hour.
Dominate (Su) Sorenth can crush an opponent’s will just by looking into his eyes. This is similar to a gaze attack, except that Sorenth must use a standard action, and those merely looking at him are not affected. Anyone Sorenth targets must succeed on a DC 20 Will save or fall instantly under Sorenth's influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Create Spawn (Su) A humanoid or monstrous humanoid slain by Sorenth's energy drain rises as a vampire spawn 1d4 days after burial. If he instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In eithis case, the new vampire or spawn is under Sorenth's command and remains enslaved until its destruction. At any given time Sorenth may have enslaved spawn totaling no more than twice his own Hit Dice; any spawn he creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so Sorenth can control a number of lesser vampires in this fashion. Sorenth may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Energy Drain (Su) Living creatures hit by Sorenth's slam attack gain two negative levels. For each negative level bestowed, Sorenth gains 5 temporary hit points. he can use his energy drain ability once per round.
Alternate Form (Su) Sorenth can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in his alternate form, Sorenth loses his natural slam attack and dominate ability, but gains the natural weapons and extraordinary special attacks of his new form. he can remain in that form until he assumes anothis or until the next sunrise.
Fast Healing (Ex) Sorenth heals 5 points of damage each round so long as he has at least 1 hit point. If reduced to 0 hit points in combat, he automatically assumes gaseous form and attempts to escape. Sorenth must reach his coffin home within 2 hours or be utterly destroyed. (He can travel up to 9 miles in 2 hours.) Any additional damage dealt to him while forced into gaseous form has no effect. Once at rest in his coffin, Sorenth is helpless. he regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su) As a standard action, Sorenth can assume gaseous form at will as the spell (caster level 5th), but he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Skills Sorenth has a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Trapfinding Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Sneak Attack Rogues If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Evasion (Ex) At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex) At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge (Ex) A rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. Furthermore, she can no longer be flanked.
Double Speak A guild thief gains a +2 bonus on all Bluff, and Diplomacy checks.
Reputation +3 Add this value to the character's Leadership score (see the Leadership feat). Most guild thieves with an interest in collecting followers have a permanent base of operations within a city, which gives an additional +2 bonus on their Leadership score according to Table 2-26: Leadership Modifiers, page 4) of the DUNGEON MASTER's Guide.

Sorenth "Happy" Gorender goes by day as the charming owner of the Purple Lady. Secretly though, he works for the Night Masks of Westgate (Forgotten Realms). He is known as the Count of Coins.


(You can find more information on Sorenth on page 43 of Lords of Darkness (3.5 Resource). I will refrain from quoting it precisely as I am unsure whether that would constitute a copyright violation).

Sorenth "Happy" Gorender is the owner and bartender at the Purple Lady, a festhall and inn of Westgate (in the southwest portion of the city known as the Trade district). Sorenth was carefully chosen by the Night King, Orbakh, to be his paramount criminal link to the general people of the city. The nobles and merchants which frequent the Purple Lady are all under his sphere of influence. He feeds on the "Purple Ladies" of his establishment. Happy frequently blackmails (or more accurately, has his agents blackmail) his more vulnerable clients to bring more under his fold. The festhall also serves as a major hub for the night masks operating throughout the city, where information can be traded and 'protection' money taken from merchants throughout the city is stored. Happy fervently avoids doing any of the dirty work himself, so he can never be implicated in the blackmail, bribes and other nefarious activities his agents promote.

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