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ID: 5069


November 14, 2010, 3:02 pm

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Kotor of the Glade


A human infused with animal qualities, Kotor only wants retribution for what he has become.

Kotor is roughly human-shaped. Two arms, two legs, one head, however, even these familiar limbs have been twisted, warped and corrupted. The very essence of Kotor’s being seems to have been crossed with that of a frog and a crab, his features sporting influences from both animals. His entire skin is a red and green mottled shell of chitinous armor. The armor contains many ridges, large and small, which work to snag blades within Kotor’s natural skin. His legs are muscular, with a sleeker, more frog-like appearance. Kotor’s right arm is a fearsome pincer, large enough to fit around a man’s chest. This pincer has great strength, but cannot handle small objects. Kotor’s left arm is a whip- much like a frog’s tongue. It shines in good light- betraying the existence of contact poison secreted from the natural whip. Kotor’s head maintains most human appearances, with two eye stalks jutting from the top of his head being the most prominent feature. Kotor stands upright, never slouching. His walk is choppy, like a series of small leaps, rather than one foot after the other. Kotor’s voice reminds those who hear it of a bullfrog- although words are still intelligible.

Kotor was once a Tarkona soldier. In preparation for war against Danamar, Kortor was enlisted into an elite group of shock troops. Forced to drink alchemedial exlirs and subjected to multiple magical surgeries, Kotor found himself changing rapidly. At first, his arms felt strange. The skin on his right arm errupted in chitin, his left slowly becoming limp, boneless. His legs strengthened, the skin drawing tight and sleek, before errupting in chitin. The bones in Kotor's right hand fused into the pincer he possesses, while his left arm became nothing but muscle and flesh.

The Tarkona military tested their creations, finding many suffered from reduce mental capabilities. The most affected of the experiments were killed, the rest locked into underground caves, forced to live off rats and other vermin.

The experiments remain one of Tarkona's most vile efforts in its war against Danamar. They have been kept almost entirely secret, with only a few nobles knowing of them.

Kotor is nasty in combat. His skin provides extremely good defense against fire and most weapons. The eye stalks on his head give him 360 degree vision. When first entering battle, Kotor usually jumps using his muscular legs to close the gap and physically engage his target. Kotor attacks with his pincer, using it to crush enemies, and also with his whip-like arm. This arm can extend up to twenty feet, and secretes a contact poison. Anyone hit by this arm must save vs. poison or take minor poison damage (save for no damage). In dire need, Kotor will unleash a deafening croak, deafening and harming enemies through a wall of sound.

Roleplaying Notes
Kotor can breathe underwater and in air without problems. He is not averse to fire, and can swim exceedingly well. His diet consists of fish, red meat, and insects. Kotor, while intelligent, does not usually make attempts to talk to people not directly involved with killing the Wizard who transformed him.

Kotor stalks around the world searching for the Wizard. His travels take him through rural and settled areas, all dictated by his newest scrap of information about the Wizard’s whereabouts. Kotor tries to evade most human notice- although he’s not above using humans to achieve his ends. Kotor, while single-minded, is intelligent enough to not attract too much attention.

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Comments ( 5 )
Commenters gain extra XP from Author votes.

Voted Cheka Man
May 26, 2008, 12:03
A good strong motive for him.
Voted Drackler
May 26, 2008, 15:42
Kotor of the Glade. I like the name. He seems a good NPC to flesh out your gaming world. Kotor does not "feel" like a major plot-starter to me, but it really doesn't matter. Not every toad/crab/human that the party comes across needs to be a plot hook. You did a great job with the physical description, very...Descriptive. Welcome to the Citadel, Infested-jerk.
Voted valadaar
May 27, 2008, 20:50
As mentioned on other posts - try to keep from defining your sub with gamespeak - if you need to know the rules of D&D to understand your sub, it needs work.

Overall a good post - welcome aboard!
Voted MoonHunter
May 29, 2008, 13:55
A generally cursed being.

The questions left unanswered...

Is he staying in and around the water or is he staying in civilized areas?

How are the pitchfork and torches crowd dealing with him?

How actively is he searching for the wizard?
June 11, 2009, 13:46
Update: Edited to make this flow with the campaign I'm running for my local players- and so it will fit in the whole Tarkona Danamar war.

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       By: Drackler

A world where, instead of aging in years, the people age in knowledge. So, instead of dying once a general age was reached, they die once they achieve a certain amount of knowledge. A man could live forever if he never learned anything, or could die after reading a few choice books. Of course, the knowledge of the land would be regulated, like medical drugs.

Ideas  ( Locations ) | June 3, 2008 | View | UpVote 2xp

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