2022-09-18

Fantasy NPC: Mr. Pinch

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Mr. Pinch

A gaunt, spindly elf with a creepy grin, and unkempt, thinning bluish hair. He wears a top hat that seen better days, and a spotted coat.

CR 5; 1,600 XP
NE Medium Outsider (daemon, evil, extraplanar)
Init +8Senses darkvision 60 ft.Perception +12

Defense
AC 18, touch 16, flat-footed 14 (+2 armor, +2 deflection, +4 Dex)
hp 57 (6d10+24)
Fort +9, Ref +6, Will +8
Defensive Abilities mask of mundanity; DR 10/good or silver; Immune acid, disease, poison, sleep; Resist cold 10, electricity 10, fire 10

Offense
Speed 30 ft.
Melee 2 claws +10 (1d6+4) or sword cane +10/+5 (1d6+4)
Ranged thrown bombs +11 (4d6 acid, cold, electricity or fire damage plus 4 splash damage)
Spell-Like Abilities (CL 6th, concentration +7)
At Will—detect poison, mending, polypurpose panacea, prestidigitation, spark

Statistics
Str 18, Dex 18, Con 18, Int 13, Wis 17, Cha 13
Base Atk +6; CMB +10; CMD 26
Feats Improved Initiative, Skill Focus (Craft [alchemy]), Throw Anything
Skills Bluff +10, Craft (alchemy) +13, Knowledge (arcana) +10, Knowledge (local) +10, Knowledge (planes) +10, Perception +12, Sense Motive +12
Language Abyssal, Common, Draconic, Infernal; telepathy 100 ft.
SQ vile chemistry

Alchemical Bombs (Su) Mr. Pinch can pull alchemical bombs from various pockets of his coat and use them as thrown splash weapons with 20 feet range increment, dealing 4d6 points of acid, cold, electricity or fire damage and 4 points of splash damage within 10 feet splash radius. Unlike a mundane alchemist, Mr. Pinch isn't limited in number of bombs he can use each day, but he tries to avoid using more than seven in a single encounter unless desperate.

Mask Of Mundanity (Ex and Su) Mr. Pinch appears as a mundane, though rather creepy mortal and registers as such to divinations of lower potency than true seeing. He retains a faint aura of evil, adequate for a highly skilled but unscrupulous tradesman of evil alignment and his surface thoughts match the overall image.

Vile Chemistry (Ex and Su) Mr. Pinch can craft alchemical items using improvised tools—a few bottles and pots will usually do. He doesn't even have to bother with keeping them clean. If he is in possession of souls, he can substitute them for required costly components. He can also procure a mixture that duplicates effects of polypurpose panacea (of his choosing) on the drinker (requires 1 gp of components and an hour of his work to craft a dose).


Mr. Pinch doesn't know what caused the eternal darkness haunting the township of Leshiskovo, neither he knows what caused the plague of nightmares that spawn from the minds of the denizens of this town afterwards, but he knowns an opportunity when he sees one. The rigorous policies enforced within the settlement by that Dreamkiller automaton restricting time people can dedicated to sleep, associated curfew, and prohibition on dreaming make the citizens willing to help themselves ease the strain with a little bit of chemical aid. Some seek help falling asleep while the other would rather not sleep at all. Mr. Pinch can offer remedies that help with either. He doesn't mention that his medicines have tendency to have unpleasant side effects when abused—including but not limited to addiction, psychotic attacks, heart failures, and strokes. He is an opportunistic nihilist deep inside so it doesn't bother him at all.


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