Monster Stat #13: Baron Albert (of the Sinking Plain) (from Adventurers #91) Baron Albert 17th level vampiric illusionist undead human male, 6'2", 160 lbs, black hair, red eyes apparent age: 42 years alignment: chaotic evil Str 18/76 Int 19 Wis 15 Dex 17 Con 16 Chr 15 Com 13 AC -3 HP 55 move 12", 18" (flying) thaco 11 dam 5-10 Baron Albert of Blackmoor was a particularly unpleasant individual whom the Adventurers encountered shortly after escaping the Underdark. From his ruined manor amidst the marshes, he is the master of all he surveys...and more. This is because, besides being an illusionist of exceptional ability, Albert is also a vampire. As such, he has the standard special attacks, defenses, and abilities of a vampire. Before becoming undead, Albert was a 17th level illusionist, who specialized in harmful illusions and images. Listed below are his maximum spells/level/day, as well as his common spell selections: Spells: 1st (6) : Audible Glamer, Change Self, Phantasmal Force, Magic Missile 2nd (6) : Blindness, Blur, Hypnotic Pattern, Invisibility, Mirror Image 3rd (6) : Invisibility, 10' Radius, Spectral Force, Wraithform 4th (6) : Confusion, Fear, Hallucinatory Terrain, Improved Invisibility, Minor Creation, Phantasmal Killer, Shadow Monsters 5th (6) : Advanced Illusion, Demi-Shadow Monsters, Major Creation, Shadow Magic 6th (4) : Demi-Shadow Magic, Mirage Arcana, Mislead, Permanent Illusion, Programmed Illusion, Project Image, Shades, Veil 7th (4) : Mass Invisibility, Reverse Gravity, Shadow Walk, Vanish 8th (3) : Mass Charm, Maze, Polymorph Any Object, Trap the Soul In addition, Albert possesses the following magical items, which he will surely use to their fullest advantage in battle: Items: Ring of Wizardry, Ring of Protection +4, Wand of Frost, Amulet of Life Protection, Cloak of Displacement, Boots of Striding and Springing, Iron Flask, Dust of Illusion, Dark Gem (prevents him from being turned by priests) Servants: Albert typically retains numerous undead and monsters in his manor, for the purpose of greeting guests and carrying out other evil tasks. Somewhat of a dabbler in the necromantic arts, he performs all kinds of weird experiments on undead; some of these have resulted in the creation of new forms of horrific monsters. One such example is his butler, a 7'6" hulk of a vampire who is endowed with giant-level strength, is unaffected by sunlight or running water, and cannot be turned or dispelled. It would appear that Albert has perfected some spell which allows him to summon monsters and have them serve him permanently. This supposition stems from the large number of monsters present in his manor when the Adventurers visited the foul place. Other notes: A thoroughly rotten individual in life, Baron Albert has only gotten worse since becoming a vampire. He is both ruthless and domineering, and combined with his power and intelligence, this makes him a foe to be feared. He spends most of his time working on new spells, both illusionary and necromantic. Despite what little evidence the party saw while in the area, Albert actually controls a large section of countryside from his manor in the swamps, and is feared even by the self-appointed king of the Blackmoor region.