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Dungeons & Dragons Feats and Lore General

The Sigil and the Outlands book of the Planescape: Adventures in the Multiverse rulebook series mentions the multiverse as having "infinite infinities," and confirms that anything from any D&D setting is part of Planescape.
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Holy shit how the fuck have I not posted this until now

Wizards have access to the Ice Assassin spell, which is among the most broken abilities in this verse. It creates a living, near perfect duplicate of a creature with the same skills, abilities, stats (they're part of abilities in D&D), and memories of the original, but has a need to slay the original while also constantly aware of exactly where the original is.
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Hilariously enough, the one limitation that Ice Assassin has (requiring a portion of the target to be duplicated) can just be ignored by epic wizards, probably because the people who made 3rd Edition had a massive hard-on for casters :mjlol
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Hilariously enough, the one limitation that Ice Assassin has (requiring a portion of the target to be duplicated) can just be ignored by epic wizards, probably because the people who made 3rd Edition had a massive hard-on for casters :mjlol
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3rd edition creators try not to dickride casters (impossible challenge)

this is just insane :tupac
 
3rd edition creators try not to dickride casters (impossible challenge)

this is just insane :tupac
Don't forget that this is the same edition that nerfed fighters to the point that half the non-fighter classes are a better fighter than the fighter.

Or how by the time the fighter reaches level 5 they can attack twice, while a Druid of the same level can turn into a bear that shoots lasers.

Or how wizards can transmute walls of iron into gold to give themselves millions of gp per day.

Or how the simple grease spell trivializes nearly every monster started out because of the poorly-written Balance rules.

Or how even a 'safe' use of Wish can still be used to send dudes inside the sun/right in front of Orcus/inside a Sphere of Annihilation.

Or how a caster can Gate in a solar, who then Gates in a solar, who then Gates in a solar, who then Gates in a solar, who then Gates in a solar...

Or how a wizard has access to both the Magic Jar and Clone spells, meaning a wizard with any amount of downtime can just give himself infinite lives.

Or how a wizard with the Genesis spell can not only create a demiplane, but customize it so that he can refresh all of his spells per day in the span of a single round by hopping in and chilling for a day on the inside.

Or how if a wizard wanted to become a fighter he could just cast Transformation and turn into a better fighter than the fighter.

Or how clerics can grab a bunch of dirt cheap magic items to give himself free metamagic spells allowing them to turn into a giant that fights better than the "better fighters" and has higher stats than the Tarrasque.

Or Pun-Pun in general.


The caster supremacy rabbit hole never ends. :mjlol
 
Szass Tam in 1e D&D is portrayed as a powerful, highly intelligent, and methodical lich, who preserves his body, fears true death, and leads undead armies against Rashemen and other enemies. His Wand of Whips and unique necromantic spells set him apart from other liches. He knows every necromancy spell in the game and has unique spells only taught to his closest apprentices.
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Szass Tam in 2e is a 29th-Level Necromancer Lich with 19 INT and 16 WIS, making him a god-tier spellcaster. Nearly 100 spells prepared, including Energy Drain, Power Word: Kill, Disintegrate, Animate Dread Warrior, and Trap the Soul. Commands massive undead armies, including Vampires, Wights, and other elite undead. Possesses unique magical artifacts such as Thakorsil’s Seat and the Death Moon Orb. One of the most dangerous manipulators in Faerûn, confident he will rule Thay alone. Unlike most liches, he maintains a human-like appearance through advanced necromantic preservation techniques, allowing him to blend in when necessary.
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Szass Tam in D&D 3e is a master necromancer, undead warlord, and political manipulator. His 29th-level or CR 31 casting, artifact collection, legendary intelligence, and massive undead armies make him one of Faerûn’s most dangerous beings. With immortality, unlimited patience, and godlike magic, Szass Tam is an existential threat to nations and entire civilizations.
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Szass Tam in D&D 4e is an undead overlord of near-apocalyptic proportions. His massive spellcasting power, tactical expertise, and immense undead armies make him one of the most dangerous non-deity beings in the Forgotten Realms. He is a master of attrition, deception, and necrotic devastation, with multiple layers of immortality preventing his true demise. Few mortals, or even legendary heroes, could hope to permanently stop Szass Tam.
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Szass Tam in D&D 5e is an immortal undead warlord, master necromancer, and ruler of Thay. His arcane mastery, indestructibility, and battlefield control make him one of the strongest mortal (or undead) beings in the Forgotten Realms. His spellcasting, counterspelling, massive necrotic damage, and undead summoning place him far above almost all other wizards in Faerûn. Even archmages like Elminster would struggle against him.
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Szass slaps Brenna hard enough to send her sliding across the room
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Szass decapitates an undead with one hand.
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Szass walks very quickly that amazed Tharchion, can catch a sword swing from Bareris, is undamaged and shatters it, and parry attacks from a huge hydra-headed demon.
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In The Death of Szass Tam campaign, Szass Tam set up operations in Xorvintroth, using slaves and Red Wizards to uncover a Far Realm portal. His goal is to sever his phylactery’s weakness, making himself truly immortal. He juggles multiple enemies (rebels, adventurers, and his own Zulkirs) while keeping full control of Thay.
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Swaps bodies with Dar’lon Ma, tricking and manipulating the party into helping Szass reclaim his body, making them unknowingly assist in his plan. He perfectly impersonates another Zulkir, despite Dar’lon Ma being another legendary wizard.
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The Far Realm weakens Szass Tam’s usual defenses, making this one of the only times he is vulnerable to true death. Reality warping effects distort magic and combat, spells function unpredictably, yet Szass Tam adapts and continues to fight. If killed here, he may be permanently destroyed, unlike his usual phylactery-based revival.
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Szass Tam no longer wants to be just a Lich, he seeks power beyond undeath itself and replace Mystra as the god of magic. Uses the Far Realm to sever his phylactery’s limitations, making him immune to traditional destruction. Far beyond a normal wizard’s ambition, he wants to reshape reality to eliminate his weaknesses.
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Szass Tam is completely unaffected by an attack from a ghost.
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A gout of acid splashes against Szass, but his defenses reduce it to little more than a minor sting.
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The Death Moon Orb explodes in Szass’s hands, causing damage, but nothing serious.
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Malark knows Szass well enough to recognize that a fireball won’t harm him much.
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Magic missiles strike Szass, yet they don’t even disrupt his spellcasting.
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Szass sneers dismissively as necromantic magic washes over him, completely unfazed.
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Kicking Szass is like kicking a granite column
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Szass is swallowed whole by a massive undead worm, yet emerges completely unharmed. Szass explodes it's head from the inside.
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Completely surrounded by undead beholders (death tyrants), Szass is struck multiple times by their deadly eye beams, yet he continues casting spells to aid his allies, unfazed by the attacks.
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Szass plummets from flight, crashes into the ground, and immediately recovers. Moments later, he withstands a barrage of magical attacks, shouts, lightning, holy light, flame, and tar, suffering nothing but cosmetic damage.
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A superhuman undead warrior slashes Szass with a magical sword, but the blow glances harmlessly off his chest. It happens again, with the same result.
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Szass endures a blast of holy light so powerful it destroys its own caster, yet he is only momentarily stunned.
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Gouts of fire and bursts of magical energy engulf Szass, burning his flesh away until only a blackened skeleton remains, yet he remains standing, seemingly unhindered.
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A massive fire blast tears away sections of Szass’s ribs, but he doesn’t even seem to notice.
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Turns out star level stuff exists for non-epic beings such as Father Llymic :mjgrin

Father Llymic causes the sun itself to vanish as he's about to awaken as part of his sign. Elder Evils describes signs as "the physical, magical, or psychological imprint of the elder evil", further stating that the effects of a sign may be "nearly as devastating as the elder evil itself". It even says that by the time the elder evil in question is about to arrive (which is where overwhelming sign effects come in) the player characters are capable of easily resisting all but the worst effects.
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It's stated that Father Llymic's power growing is enough to cause the sun to dim and eventually "grow dark".
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When Father Llymic approaches his full power, the sun itself loses the ability to contain him in his prison, which is how he's able to cause it to disappear in the first place.
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It's also stated multiple times that only after Father Llymic is defeated that the sun may rise again.
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The real kicker to all this? Father Llymic himself is only CR 18, meaning there are dozens of other beings stronger than him who may be able to scale from all this.
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I swear I'm not boosting this series intentionally :hestonpls
Which book is this from and the page numbers?
 
Szass detects magical defenses and effortlessly avoids them.
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Szass immediately recognizes an illusory wall for what it is.
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Szass senses the presence of a ghost before it appears.
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Szass knows someone is at the door before they even knock.
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By sight alone, Szass can identify a bone as dwarven; by scent, he can distinguish it as Duergar.
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Szass anticipates Malark’s movements before they even act.
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While trapped inside a massive undead worm, Szass still perceives what is happening outside.
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Without looking, Szass senses a flying sword approaching and effortlessly blocks or dispels it.
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As a lich, Szass no longer requires food, drink, or sleep.
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Szass’s true form inspires overwhelming fear in those who see it.
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Once again, Szass’s true form provokes intense terror.
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Unlike many undead, Szass can move freely in broad daylight.
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With sheer will, Szass can paralyze someone with his grip.
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Szass’s touch alone may cause illness, though it could also be an effect of another enchantment.
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Szass uses a crystal ball to spy on the rival wizard Maligor, carefully waiting until Maligor’s magical defenses are unknowingly weakened.
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Szass remotely observes enemies through a crystal ball. Alternatively, he can use a mirror bound with ghosts, who provide commentary on what they see.
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With a mere thought, Szass summons a servant to his side.
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Szass projects a vision of himself that only a chosen individual can see while communicating telepathically. He does this multiple times. Even when he cannot locate someone, he can search for hours and subtly influence their mind.
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Szass holds a conversation in plain sight without those around him noticing.
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Szass conjures a dozen floating eyes that he can see through, allowing him to monitor a battle from multiple perspectives.
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He traces an arrow on the ground that reveals the direction an enemy has fled, though it can be countered by magical obfuscation.
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Even while inside a pocket dimension, Szass remains aware of events occurring in the outside world.
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Szass conjures a massive storm, bending the elements to his will.
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He calls forth lightning and torrential rain, then manifests at the exact location where the lightning strikes.
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Szass summons a powerful gust of wind to deflect incoming arrows, throwing them off course.
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He extinguishes magical fires with a blast of wind.
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He freezes the ground, causing jagged spikes of ice to rise up. The ice then reshapes itself into a humanoid form that pummels his enemies.
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Szass summons tendrils of ice that ensnare his foe, sprouting deadly spikes. However, the god Bane easily breaks free.
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He conjures rain so vile that it causes flesh to blister and smolder upon contact.
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Szass summons a splash of acid in midair that burns on impact and continues to sear its target.
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He can also conjure a simple splash of water.
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Szass launches a lightning bolt at his target, though it is successfully evaded.
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He conjures massive sheets of dark fire that consume rock and soil, eroding the very earth beneath him.
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Szass disguises himself as a living human to blend seamlessly into public settings.
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His disguise not only alters his appearance but also creates the illusion of physical mass, even affecting objects like the chair he sits in.
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Despite being weakened by the Spellplague, Szass successfully disguises himself as a child.
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Szass conjures terrifying visions for two prisoners, repeating the process multiple times to break their will.
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He multiplies his form, appearing in a dozen places simultaneously while amplifying all his voices.
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Even amid a raging storm, Szass’s voice remains perfectly clear without him needing to raise it.
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Szass’s clones, scattered across an entire city, display distinct behaviors, implying that he may actually exist in multiple locations at once.
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He surrounds himself with a flowing rainbow pattern that mesmerizes and enthralls all who witness it.
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Szass projects an illusion of himself into the heart of an enemy army. This illusion is so advanced that it can convincingly wield enchanted sight-based artifacts.
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He levitates effortlessly up a towering bookcase.
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With his magic, Szass lifts a massive creature into the air.
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He flies between cities with ease, traveling vast distances under his own power.
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Szass vanishes in a swirl of maroon and black energy.
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He appears suddenly without the typical signs of teleportation, an ability that becomes a defining trait after 1373 DR.
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At times, Szass simply disappears without a trace.
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He conjures a portal to his pocket dimension, using it to swallow and transport his allies safely.
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Szass magically propels himself and an ally downward, phasing through solid ground.
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He can use magic to prevent others from shifting through space, locking down teleportation and dimensional movement.
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His citadel is protected by powerful anti-teleportation magic, anyone attempting to bypass it is crushed to death.
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Szass extracts memories from his ghoul minion, mentally pressing for deeper information at will.
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He forcibly takes control of an unwilling ancient spirit bound to a temple.
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With a mere touch, Szass transfers command of his armies to another. During this moment of contact, he may also peer into their mind.
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A single glance from Szass freezes a ghost in place.
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Despite being restrained and weakened, Szass successfully binds an incorporeal haunter to his will.
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Szass corrupts two enemy devourers, turning them into his servants.
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He seizes control of an enemy nightcrawler, forcing it to obey him.
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Szass mentally compels an undead beholder to fire its own eye beam at itself.
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He effortlessly raises mummies to serve him.
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With a touch of necromantic magic, Szass heals an injured centaur.
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He restores a woman’s body and mind, curing both physical wounds and mental afflictions.
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Szass can reconstitute his own flesh, recovering from injuries that would destroy others.
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He casts a spell that invigorates his body, restoring stamina and clearing his mind.
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Szass binds a young wizard with psychic shackles, forcing them into silence and obedience.
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Defying Szass’s mental commands results in instant death.
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He compels unwilling wizards to restrain themselves, preparing them for sacrifice.
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Szass maintains a psychic bond with numerous sorcerers under his command, allowing him to force-feed them knowledge and insights.
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With a whisper of power, Szass causes enemy demons to turn against their own allies.
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He drives the most powerful enchanter in the country to commit suicide with a single command.
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Szass summons a scroll from his tower with ease.
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He conjures an item with surprising speed, even within a temple where magic is supposed to prevent summoning.
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With the aid of his followers, Szass summons an entire fleet of warships, though they are revealed to be incredibly realistic, solid illusions.
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Szass effortlessly summons rings onto his fingers and bracers onto his arms.
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He conjures a giant bat for an ally to ride.
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Szass twists the soul of the greatest demon summoner in the country, transforming him into the lowest form of demon before presumably casting him into the Abyss.
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Through a ritual and numerous sacrifices, Szass successfully summons the avatar of a god.
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With little more than a thought, Szass incinerates a vampire instantly.
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He conjures a floating black blade, a mobile wound in space itself.
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Somehow, Szass ignites a demon’s eyes in flames while causing snakes to sprout from its body and bite into its flesh.
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He conjures a massive pair of spectral jaws that tear an enemy to pieces.
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Szass unleashes a blast of shadowy energy that inflicts agonizing physical pain and overwhelming mental terror.
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He manipulates shadows, shaping them into spinning fangs and claws.
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Szass conjures a massive wave of darkness.
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He creates humanoid silhouettes made of pure shadow, which rise to attack his enemies.
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With a mere wave of his hand, Szass causes a locked door to spring open.
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As a dying demon falls, its axe levitates into the air and defends Szass from behind.
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Szass strides across a pit of tar unhindered before dispelling it completely.
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He dissolves a magical flying sword with nothing more than a touch of his staff.
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Szass secretly activates previously prepared spells using only his thoughts.
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With a simple gesture, he conjures light to illuminate a dark stairwell.
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He magically enhances his vision, sharpening his eyesight at will.
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Szass seals a door shut and is surprised when someone manages to open it.
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With a wave of his hand, he cleans himself effortlessly.
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Szass transforms a powerful demon into fragile glass.
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The Unmaking is Szass Tam’s greatest work, a grand necromantic ritual requiring the entire nation of Thay to serve as a massive magical circle. He seized control of Thay solely to construct his Dread Rings and enact this world-altering magic.
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It is speculated that the Unmaking would completely erase the universe, including the gods, allowing the caster to rebuild reality according to their own design.
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A practitioner intimately familiar with the ritual describes it as nothing short of universal annihilation.
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The spell requires a century of preparation and demands the cooperation of multiple powerful spellcasters acting in perfect harmony.
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The ritual’s focal point lies within an artificial pocket universe, where the one enacting the magic is described as being ‘more or less a god.’
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This pocket reality is fiercely guarded by horrific undead creatures, including towering undead worms, undead beholders, and monstrous ‘plague spewers’, giant undead abominations filled with swarms of diseased rats.
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Once attuned to the ritual, Szass Tam can immediately sense when its magic is disrupted.
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If a Dread Ring is broken, it cannot be restored in its original form. However, Szass forces himself to perceive the magic from higher dimensions to repair it. Though the process is mentally draining, once he achieves a ninth-dimensional perspective, he successfully reconstructs the spell.
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Szass has easily defeated members of the Harpers. In fact, he has slain at least half a dozen of them and raised their corpses into his undead army.
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He is willing to wait and plan for decades, showing unparalleled patience and foresight.
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Szass appears to someone across an impossibly vast distance, demonstrating his ability to manifest his presence far beyond normal magical limits.
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He has existed as a lich for hundreds of years, having originally died on the battlefield.
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Szass startles a man simply by his sudden presence.
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A god acknowledges that killing Szass Tam would take effort and chooses to negotiate with him instead of engaging in battle.
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Even in combat, Szass remains composed and does not freeze in astonishment, no matter how unexpected the situation.
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Szass Tam possesses countless magical items and artifacts. Below are some of the most notable ones he has used or that have defined properties.
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Szass owns thousands of books, and that is just within a single library/laboratory.
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He possesses numerous crystal balls but favors one in particular. By 1362 DR, Szass had control over four keeps in Thay.
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He uses a scroll that grants his former apprentice a form of immortality, forcing her to repeatedly die and resurrect against her will.
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Szass activates a scroll that conjures three magical bridges over a river.
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Thakorsil’s Seat, a powerful artifact designed to imprison an archdevil. However, Szass accidentally traps himself in it. The seat requires a sacrificial ritual to activate.
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The Death Moon Orb, a mystical orb that can compel obedience from anyone who gazes into it. Szass believes he can use its power remotely through an illusion.
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He activates hidden talismans to shield himself from Bane’s magic.
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Szass summons a necromantic staff crafted for sea-based magic, allowing him to resurrect both dead sailors and sea creatures.
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Another staff in his possession is forged from moonlight, shadow, shimmering desert air, and fragmented thoughts from a madman, woven together into a single artifact.
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Szass owns a scroll capable of sending shadowy duplicates of himself onto other ships.
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He wears a ring that surrounds him in a magical aura as tough as plate armor.
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Another ring in his collection allows him to inflict wounds on enemies as if invisible blades were cutting them apart from within.
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He gifts a follower a charm that, when shattered, releases a swarm of Allips (undead creatures of madness).
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Szass provides a spy with a scroll that can raise the dead
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For a group of disposable pawns, Szass arms them with a magical bardiche, a cursed sword, and an enchanted set of bracers.
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As Zulkir of Necromancy and Supreme Leader of Thay, Szass Tam commands countless undead and monstrous forces. Below are some notable examples of his vast control over creatures.

He keeps his former mentor as nothing more than a reanimated skeleton.
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Szass’s personal keep is populated by a variety of undead and living minions, including skeletons, wights, mummies, vampires, ghosts, and even mortal followers.
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He lends 140 monsters to a group of pawns, noting that this is merely a small fraction of his total forces. This army is later reinforced by 24 Shadows and 48 Wraiths.
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Szass commands enormous undead armies. By 1373 DR, he boasts of controlling thousands of undead. These forces are supplemented by underground caverns filled with hidden horrors, including Darkenbeasts (twisted, undead monstrosities) and Blood Orcs (undead orcs infused with necromantic magic).
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Szass controls zombie frost giants, massive undead warriors of immense strength.
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He commands an elite force of Dread Warriors, enhanced undead soldiers.
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Szass allies himself with an undead demigod fetus, a grotesque but immensely powerful entity.
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For a brief time, he gains control over a massive fog-like entity known as a Dream Vestige, an undead swarm that can shift between the material world and the realm of dreams.
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I'll do Grandmaster Kane next. He is his summary.
Grandmaster Kane’s life began humbly enough, abandoned as a child in 1297 DR and taken in by the Monastery of the Yellow Rose. He quickly became one of their most gifted students, rising through the ranks with unparalleled discipline and skill. Though he could have challenged for the title of Grandmaster of Flowers, Kane held deep respect for his Master and chose instead to swear himself to poverty and wander the world in pursuit of wisdom and perfection.

His journey soon led him to join King Gareth Dragonsbane and five other legendary heroes, becoming a renowned champion of the Bloodstone Lands. Their greatest feat was the defeat of the Witch-King Zhengyi, a powerful lich who had enslaved entire flights of dragons. This victory cemented Kane’s legacy as a warrior of unmatched skill and resolve.

After a period of peace, Kane once again stepped into battle in 1368 DR, facing two of the most formidable rogues of their time, the assassin Artemis Entreri and the cunning mercenary Jarlaxle. Leading the charge against them, Kane personally bested Entreri in combat before continuing his journey. Eventually, in 1484 DR, Kane ascended to the rank of Grandmaster of Flowers, offering his wisdom to another wandering warrior, Drizzt Do’Urden, helping him find inner peace.

Kane does not hold back. Restraint is not in his nature, his body is a perfected instrument of destruction, and from the moment battle begins, he strikes with overwhelming force.

He wields a walking stick crafted from the White Tree of Vassa, a weapon whose wood is as hard as adamantine. Yet, Kane does not rely on weapons alone, his bare hands are just as deadly, delivering a relentless flurry of blows to overwhelm even the strongest foes. When needed, he hurls throwing stars with lethal precision, ensuring that no enemy is beyond his reach.

But Kane’s most feared technique is his jeweled ring, through which he projects the devastating Quivering Palm across distances. With this ability, he can seize control of an opponent’s very soul, manipulating it as if plucking the strings of a harp, snapping it like a twig to kill instantly or rending it to incapacitate even the most resilient adversaries.

A man of few words and swift action, Kane is both a warrior and a philosopher, guided by immense wisdom. He fights only for righteous causes, standing as an unwavering force against evil, a grandmaster who suffers none to walk the path of darkness in his presence.

TL;DR version
Abandoned as a child in 1297 DR, Kane was raised by the Monastery of the Yellow Rose, becoming one of its most talented monks.

Joined King Gareth Dragonsbane and his companions, helping defeat the Witch-King Zhengyi, a lich who enslaved dragons.

Fought and defeated Artemis Entreri in 1368 DR before eventually becoming Grandmaster of Flowers in 1484 DR.

Master martial artist, wields a walking stick as hard as adamantine but can just as easily pummel enemies barehanded.

Uses throwing stars when needed and strikes with relentless speed and force.

Most feared technique: Quivering Palm, projected via a jeweled ring, allowing him to seize control of a foe’s soul. snapping it like a twig or incapacitating even the strongest enemies.

A man of few words and swift action, Kane fights only for righteous causes and tolerates no evil in his presence.

There is no official images of his latest descriptions. Here is his description at age 70.
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Asked ChatGPT to generate an image of his 70 year old self.
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Here is his description at age 187.
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Asked ChatGPT to generate an image of his 187 year old self.
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For a time, Kane's spirit resided within a magical phylactery worn by the monk Brother Afafrenfere. Through this bond, Kane imparted his vast enlightenment and wisdom, elevating Afafrenfere’s abilities to a level never before achieved. With Kane’s presence guiding his thoughts, Afafrenfere transcended his former limits, wielding newfound power and insight beyond mortal comprehension.
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An adult Copper Dragon is outright afraid of Kane, a rare reaction for a dragon toward a mere mortal.
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Two dragon sisters recount a tale of Kane fighting no fewer than three dragons at once, harming them with both his strikes and his superior intellect.
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A 400-pound man attempts to tackle Kane into a hug but fails to budge him even an inch.
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Kane outruns horses in a sprint. He dropkicks two kobolds with such force that they fly through the air as if kicked by a horse, and he is back on his feet before onlookers can even register the movement.
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Every strike Kane delivers carries the force of a giant behind it.
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With the lightest touch to the head, Kane lifts a grown man effortlessly to his feet.
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Kane sends Drizzt Do'Urden flying with a single double-kick.
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Kane kicks hard enough to nearly knock Vidrinath from Drizzt’s grasp, despite Drizzt blocking the blow. Notably, Vidrinath is powerful enough to completely nullify a strike from a giant.
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After defeating Drizzt, Kane casually flips his body head over heels with a single effortless strike.
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Kane pummels a Handmaiden of Lolth, a supremely powerful demon, to death within moments. For reference, Wulfgar, wielding the legendary warhammer Aegis-Fang, cannot meaningfully harm one of these demons, even with casual throws of his weapon.
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Kane can maintain a deep squat for several hours at a time without strain.
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Drizzt observes that Kane's training is so refined that fighting at full intensity does not tire him at all.
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Kane remains completely uninjured by a direct strike from Drizzt to his leg, largely due to his sheer skill and conditioning.
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Kane halts Drizzt’s scimitars with his bare forearms. Only Vidrinath manages to draw a thin line of blood, impressive given that Vidrinath can shear through adamantine with a casual thrust, and even Drizzt’s weakest scimitar can cut mithril.
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Kane outpaces horses, covering well over 300 miles in a single night, more than triple the distance covered by Drizzt and Artemis Entreri riding untiring magical steeds.
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Kane scales a sheer castle wall in mere heartbeats.
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Kane withdraws his hand from Entreri’s vampiric dagger before Entreri even registers the movement. Of note: Entreri is equal to Drizzt in speed and skill.
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Kane walks so lightly that he leaves no trace over mud or snow and is stealthy enough to simply walk up to sentries and kill them unnoticed.
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Kane leaps off a dragon mid-flight, executes a single roll, and seamlessly transitions into a perfect snap kick.
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Kane runs up the side of a dragon, climbs to its head, and strikes it directly in the eye. When thrown off violently, he still lands in perfect balance.
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Despite being 187 years old, Kane remains nimble enough to bow forward and touch his forehead to the ground while keeping his legs perfectly rigid.
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Kane easily outmaneuvers and defeats Drizzt’s forward assault routine.
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Even with magical anklets enhancing Drizzt’s speed, Kane dodges his most clever attacks and explicitly moves faster than him.
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Kane strikes faster than the six-armed Marilith demons, a feat Drizzt himself acknowledges as extraordinary.
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Kane no-sells a kick from Drizzt, countering instantly with an axe kick so fast that even Drizzt cannot comprehend it.
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Kane casually dodges and reacts to Drizzt’s rapid arrow fire, proving his arrow-timing ability.
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Kane effortlessly defeats a dozen foes in combat, never coming close to being harmed.
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Kane out-fights an adult white dragon in single combat. He kicks the dragon hard enough to physically jolt it.
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Kane hooks his leg around an opponent’s blade, attempting to either disarm them or shatter their arm in the process
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Kane perfectly counters every single one of Drizzt’s attacks.
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Kane fights flawlessly in absolute magical darkness, completely unfazed. He nerve-strikes Drizzt’s arm, rendering it completely limp.
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While meditating, Kane sets a rooftop shingle trap, demonstrating foresight even while at rest.
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