Tinangaj (3.5e NPC)
Tinangaj is a witchdoctor of the remote Mumbajumbato tribe. He dislikes any stranger who could disrupt his position as the right-hand man of the chief. He is extremely distrustful of all strangers, causing him to turn the chief's heart against them. Time and again, he will oppose the stranger's sweet words. Should the chief be swayed, he will again argue against the strangers once they leave. Should the strangers prove powerful enough to notice, he will steal a bit of their spellcaster's gear and make a voodoo doll. He will then sap the spellcaster's spell-dependent attribute with his curses. He will lift his voodoo curse if the stranger confesses that Tinangaj is the superior spellcaster and admits defeat before his powerful and unopposable magic.
Male human witch doctor 8 | |
NE Medium humanoid (human) | |
Init/Senses | +0/Listen +3, Spot +3 |
Languages | Common, Infernal |
AC | 10, touch 10, flat-footed 10 |
hp | 52 (8 HD); DR 2/— against wood, stone, or natural weapons |
Fort/Ref/Will | +2/+2/+6 |
Speed | 30 ft. (6 squares) |
Melee | human thighbone club +6/+1 (1d6) with feather of magic weapon or |
Melee | stone knife +5/+0 (1d4−1) |
Ranged | human thighbone club +7/+2 (1d6) with feather of magic weapon or |
Ranged | stone knife +6/+1 (1d4−1) |
Base Atk/Grp | +6/+5 |
Special Actions | evil eye |
Combat Gear | primitive warpaint of barkskin, primitive warpaint of bull's strength |
Abilities | Str 8, Dex 10, Con 14, Int 13, Wis 16, Cha 15 |
Feats | Craft Primitive ItemsB, Skill Focus (Bluff), Skill FocusB (Diplomacy), Skill Focus (Intimidate), Skill Focus [Knowledge (religion)] |
Skills | Bluff +16, Diplomacy +20, Disguise +2 (+4 acting while observed), Heal +14, Intimidate +23, Knowledge (religion) +15, Listen +14, Sense Motive +14, Sleight of Hand +13 |
Possessions | combat gear plus talisman of invulnerability, human thighbone club with feather of magic weapon, stone knife, bear costume of Constitution, one dried human heart, four shrunken human heads, two human skulls |
Evil Eye | Once per day, Tinangaj may cast one of his spells as a silent, stilled spell. In addition, this spell only takes a full round to cast. The spell must give non-beneficial effects to the target. |
Tinangaj gets his magic from the evil spirits that speak to him in infernal.
If Tinangaj is encountered in a social context, he is CR 8, as he will prove a challenging social villain. If Tinangaj is only encountered in combat, he is CR 4.
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