D&D 3e (3.0/3.5) Rules
Medium-size Outsider (Chaos, Evil)
* Gorzaug is a unique creature.
Gorzaug was the sole minion of Takhisis to accompany her into Krynn before the gate to the Abyss was closed. During the War of the Lance, she dwelt in the Temple of Takhisis in Neraka, awaiting her Dark Queen's return. After the temple was destroyed at the end of the war, Gorzaug departed the world of Krynn. However, she could be summoned by a powerful cleric of Takhisis or sent directly to Krynn to serve the Dark Queen.
Gorzaug appears as a gaunt and skeletal woman with withered flesh stretched tightly across her inhuman skeleton, and may easily be mistaken for a powerful undead (such as a lich). Her eyes burn with a horrible crimson radiance. She can communicate telepathically with anny intelligent creature within 100 feet.
Gorzaug is typically present on the material plane as the guardian of an unholy sanctuary or temple of Takhisis. She can use clairaudience/clairvoyance and arcane eye to sense any intrusion into her domain, and stealthily emerges to ambush the intruders.
Gorzaug usually strikes with a touch attack that inflicts 1d8+7 points of negative energy damage (Fort save DC 17 halves). Gorzaug is typically mistaken for an undead unless she changes to her alternative form in order to make a full melee attack. When she chooses to do so, her humanoid form transforms into a monstrous six-armed figure, attacking with all six arms in a frenzy of flashing blades.
Alter Form (Su): As a free action, Gorzaug can cause five extra skeletal arms to tear out of her torso, each wielding a magic weapon. These weapons typically possess the keen and unholy properties.
Fear Aura (Su): Gorzaug is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at her must succeed at a Will save (DC 18) or be affected as though by fear as cast by a 13th-level sorcerer.
Paralysing Touch (Su): Any living creature Gorzaug touches must succeed at a Fortitude save (DC 17) or be permenently paralysed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell)., The effect cannot be dispelled. Anyone paralysed by Gorzaug's touch seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.
Spell-Like Abilities: At will — animate dead, arcane eye, bestow curse, clairaudience/clairvoyance, cloudkill, comprehend languages, darkness, desecrate, detect good, detect magic, inflict serious wounds, lightning bolt, magic circle against good (self only), project image, pyrotechnics, sanctuary, see invisibility, shatter, telekinesis, teleport without error (self plus 50 pounds of objects only), unholy aura, unholy blight. These abilities are as the spells cast by a 13th-level sorcerer (save DC 14 + spell level).
Summon Tanar'ri (Sp): Once per day Gorzaug can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or marilith with a 20% chance of success.
Immunities (Ex): Gorzaug is immune to cold, electricity, poison, and polymorph.
Resistances (Ex): Fire and acid resistance 20.
Skills: Gorzaug receives a +8 racial bonus to Listen and Spot checks.
Feats: Gorzaug receives the Multidexterity and Multiweapon Fighting feats as bonus feats. In combination with her natural abilities, these feats allow her to attack with all of her arms at no penalty.
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