Realms Personalities : Udalamath, Tiefling Ranger
By Ramon Arjona (Web)
The creature known as Udalamath and his twin Oroleth were bred by the Red Wizards of Thay under the direction of Nevron, zulkir of Conjuration. It was the zulkir's intent to create a pair of assassins to serve as unstoppable twin blades who would remove his enemies with ruthless precision. Their demonic heritage made these twins ideal vehicles for the zulkir's goal, because they possessed swiftness and stealth gained from the infernal blood flowing through their veins. This same demonic nature, the zulkir reasoned, would give him a measure of control over the twins and enable him to ensure their loyalty -- after all, the same spells that could bind a demon could easily bind any other outsider, including a tiefling.
The boys were handed over to a string of cruel teachers who instructed them in the arts of stalking and killing. Udalamath was trained to track their quarry. Oroleth learned to kill from the shadows. As teenagers, working in concert, they seemed to be unbeatable foes. Once they were given a target, the boys would pursue it relentlessly, leaving it nowhere to run or hide until finally they dealt the killing stroke. In one case, when a notable ranger offended the zulkir, Udalamath tracked him over hundreds of miles. Thinking to lose his pursuers, the ranger attempted to hide in a labyrinthine cave network -- only to find Oroleth waiting for him in the darkness.
Udalamath, much more than his brother, delighted in the chase and the slaughter. Once, after weeks had gone by with no quarry chosen by the zulkir, Udalamath grew bored and so stalked and butchered his chief instructor for sport. The twins' training was then, by unanimous consent, declared complete.
Udalamath grew lank and harsh as the cruelty in his soul became apparent in his body. Soon the identical twins were easily distinguishable because of Udalamath's disturbing thinness.
As the twins grew from adolescence into young adulthood, a change came over Oroleth. Always reclusive and moody by nature, he became more and more withdrawn with each passing year. As the amount of blood on his hands grew, Oroleth became more distant from those around him. By contrast, Udalamath's cruel streak grew as time wore on. Each successive murder seemed to make him hunger for more. Frequently, the zulkir had to resort to magical means of restraining Udalamath's bloodlust. Udalamath's boredom grew as he wished for more powerful quarry. He began to look at his brother, the one being who had been his closest companion, strangely. Perhaps his identical twin would provide worthwhile sport, he thought. If only the zulkir would allow Udalamath to hunt his brother.
Then one day, Udalamath's opportunity came. Oroleth, worn out by years of murder and cruelty, stole away from the zulkir's service. Enraged by the boy's disobedience, and fearing that he might enter the service of a rival wizard, the zulkir set Udalamath after him. With barely contained glee, Udalamath took up his brother's trail. The hunt was on.
Oroleth proved a worthy opponent. Udalamath hunted him for years and hunts him still. Through humid jungles and harsh mountains, through blazing summers and frigid winters, Oroleth has always stayed a few steps ahead of his hunter. Udalamath has followed his brother to the trackless northern wastes where, for the moment, his trail has disappeared.
Udalamath is certain that his brother remains alive somewhere amid the drifting northern snows, and he will not rest until he finds him and kills him. He oils and sharpens his daggers every night, making certain that each blade will be ready to deliver the killing stroke. He has a special fondness for his dagger of venom, which he has named Viper, and he will frequently use this blade for the incidental murders he commits in an effort to keep his skills well-honed. He will be just as satisfied, however, if another of his daggers is buried in Oroleth's heart -- so long as he can savor the look of surprise on his brother's face as his eyes dim and his body goes limp, before he even has a chance to realize that he is dead.
Udalamath, Rgr 5 (CR 5)
Udalamath: Male tiefling Rgr 5; CR 5; Medium-size outsider; HD 5d10+15; hp 42; Init +6; Spd 30 ft.; AC 18, touch 16, flat-footed 12; Atk +10 melee (1d4+5/19-20, +1 dagger), or +11 ranged (1d6/x3, shortbow); SA darkness; SQ favored enemies (humans +2, devils +1), outsider traits, resistances (cold 5, electricity 5, fire 5); AL NE; SV Fort +8, Ref +8, Will +3; Str 18, Dex 22, Con 16, Int 14, Wis 13, Cha 10.
Skills and Feats: Bluff +2, Escape Artist +8, Hide +16, Intimidate +8, Listen +9, Move Silently +14, Search +10, Survival +9; Deformity (Gaunt), Track, Willing Deformity.
Darkness (Sp): Udalamath can use darkness once per day as the spell (caster level 5th).
Favored Enemies: Udalamath has selected humans and devils as favored enemies. He gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans, and a +1 bonus on the same skills when using them against devils. He gets the same bonuses on weapon damage rolls against creatures of these types. He also gets the damage bonus with ranged weapons if the target is within 30 feet. The bonus doesn't apply to damage against creatures that are immune to critical hits.
Outsider Traits: Udalamath has darkvision (60-foot range). He cannot be raised or resurrected (though a wish or miracle spell can restore life).
Ranger Spells Prepared (1; save DC 11 + spell level): 1st -- pass without trace.
Possessions: Leather armor, +1 dagger, shortbow, 20 arrows, cloak of resistance +1, four potions of hiding, traveler's outfit, water.
Udalamath, Rgr 5/Rog 5 (CR 10 )
Udalamath: Male tiefling Rgr 5/Rog 5; CR 10; Medium-size outsider; HD 5d10+15 plus 5d6+15; hp 74; Init +6; Spd 30 ft.; AC 20, touch 16, flat-footed 20; Atk +11/+6 melee (1d6+5/19-20, +1 short sword) and +11 melee (1d4+3/19-20 plus poison, dagger of venom), or +14/+9 ranged (1d6/x3, shortbow); SA darkness, sneak attack +3d6; SQ evasion, favored enemies (humans +2, devils +1), outsider traits, resistances (cold 5, electricity 5, fire 5), traps, uncanny dodge (Dex bonus to AC); AL NE; SV Fort +8, Ref +11, Will +3; Str 18, Dex 23, Con 16, Int 14, Wis 13, Cha 10.
Skills and Feats: Balance +10, Bluff +15, Diplomacy +2, Escape Artist +15, Hide +23, Intimidate +19, Listen +14, Move Silently +19, Search +10, Survival +10; Deformity (Gaunt), Skill Focus (Hide), Track, Weapon Finesse (dagger), Willing Deformity.
Darkness (Sp): Udalamath can use darkness once per day as the spell (caster level 5th).
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Udalamath takes no damage with a successful saving throw.
Favored Enemies: Udalamath has selected humans and devils as favored enemies. He gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans, and a +1 bonus on the same skills when using them against devils. He gets the same bonuses on weapon damage rolls against creatures of these types. He also gets the damage bonus with ranged weapons if the target is within 30 feet. The bonus doesn't apply to damage against creatures that are immune to critical hits.
Outsider Traits: Udalamath has darkvision (60-foot range). He cannot be raised or resurrected (though a wish or miracle spell can restore life).
Ranger Spells Prepared (1; save DC 11 + spell level): 1st -- pass without trace.
Possessions: +2 leather armor, +1 short sword, dagger of venom, shortbow, twenty arrows, traveler's outfit, water.
Udalamath, Rgr 5/Rog 13 (CR 18)
Udalamath: Male tiefling Rgr 5/Rog 13; CR 18; Medium-size outsider; HD 5d10+15 plus 13d6+39; hp 126; Init +11; Spd 30 ft.; AC 22, touch 16, flat-footed 22; Atk +18/+13/+8 melee (1d6+6/19-20, +2 human bane short sword) and +18/+13 melee (1d4+4 plus poison/17-20, +2 dagger of venom), or +18/+13/+8 melee (1d6+6/19-20, +2 human bane short sword) and +18/+13 melee (1d4+4/17-20, +2 unholy dagger), or +22/+17/+12 ranged (1d6+1/x3, +1 unholy composite shortbow); SA darkness, sneak attack +7d6; SQ crippling strike, evasion, favored enemies (humans +2, devils +1), outsider traits, resistances (cold 5, electricity 5, fire 5), traps, uncanny dodge (Dex bonus to AC, can't be flanked, +1 against traps); AL NE; SV Fort +11, Ref +16, Will +6; Str 18, Dex 25, Con 16, Int 14, Wis 13, Cha 10.
Skills and Feats: Balance +20, Bluff +15, Climb +8, Diplomacy +2, Escape Artist +19, Hide +43, Intimidate +19, Jump +8, Listen +22, Move Silently +28, Search +23, Tumble +28, Use Magic Device +10, Survival +10; Combat Reflexes, Deformity (Gaunt), Improved Critical (dagger), Improved Initiative, Improved Two-Weapon Fighting, Skill Focus (Hide), Track, Weapon Finesse (dagger), Willing Deformity.
Crippling Strike (Ex): When Udalamath damages an opponent with a sneak attack, that character also takes 1 point of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day.
Darkness (Sp): Udalamath can use darkness once per day as the spell (caster level 5th).
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Udalamath takes no damage with a successful saving throw.
Favored Enemies: Udalamath has selected humans and devils as favored enemies. He gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans, and a +1 bonus on the same skills when using them against devils. He gets the same bonuses on weapon damage rolls against creatures of these types. He also gets the damage bonus with ranged weapons if the target is within 30 feet. The bonus doesn't apply to damage against creatures that are immune to critical hits.
Outsider Traits: Udalamath has darkvision (60-foot range). He cannot be raised or resurrected (though a wish or miracle spell can restore life).
Ranger Spells Prepared (1; save DC 11 + spell level): 1st -- pass without trace.
Possessions: +4 leather armor, +2 human bane short sword, +2 dagger of venom, +2 unholy dagger, +1 unholy composite shortbow, twenty arrows, ring of chameleon power, water, traveler's outfit.