TEXT: Slogar the Uncaring
  
   
   
   
   
   
   
   
   
   
   
  The world is filled with colorful characters of many hues.  Not all within subscribe to black or white; many are shades of grey. 
  Infamous Adversaries™ characters, by TPK Games™, shows you villains in their true light – insidious.  These are not merely NPCs to fill 
  your game; they are villains in the truest sense of the word, complete with stories that don’t just tell the character’s tale, but enrich 
  your game.  Our adversaries are not villains because they have evil alignments; they are villains because your players will despise 
  them. 
   
  Infamous Adversaries™ contains: one ready to use villain, complete with equipment, a rich background, and a vibrant description.  The 
  Infamous Adversaries™ characters are designed to challenge an entire party; not just in combat, but also through less direct methods 
  requiring careful planning and confrontation. 
   
  Give your players a reason to hate again.  You can blame it on us. 
   
  CREDITS 
  Designed & Written by: Malgor the Puppet Master 
  Editing: Arge, Malgor the Puppet Master, Necroblivion and The Drunken Mime 
  Cover Design: Necroblivion, Michael Fall 
  Layout: Necroblivion 
  Artist: Michael Fall 
   
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  Game License version 1.0a, Section 1(e) and are not Open Content. 
   
  Open Content: Except material designated as Product Identity, the contents of Infamous Adversaries are Open Game Content as 
  defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open 
  Game Content may be reproduced in any form without written permission.  
   
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  To learn more about the Open Game License, visit wizards.com/d20. 
   
  Published by Total Party Kill Games, LLC. 
  1st printing, July 3, 2011 
   
  CONTACT US 
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  By Malgor the Puppet Master 
   
       Filthy, haggard, and vicious, Slogar the 
  Uncaring is used as a tale to frighten children 
  into behaving.  Followed by his trusted zombie 
  steed, Daisy Pusher, he leaves blood and pain in 
  his wake as he prepares the world for the 
  coming of the end. 
   
  SLOGAR THE UNCARING, DOOMSAYER OF THE END 
  Male Half-Orc Cleric 8, CR 7 [EL 8 with Daisy 
  Pusher] 
  CE Medium Humanoid (Orc) 
  Init +2; Senses Darkvision (60 feet), Low-Light 
  Vision, Scent; Perception +14 
   
  DEFENSE 
  AC 21, touch 12, flat-footed 21 (+9 armor, +2 
  deflection) 
  HP 74 (8d8+24) 
  Fort +21, Ref +13, Will +18 
  OFFENSE 
  Spd 20 ft.  
  Melee Bite (Toothy) +5 (1d4+2/20/x2)  
     Gauntlet (from Armor) +8/+3 (1d3+4/20/x2)  
     +3 Greataxe +14/+9 (1d12+9/20/x3)  
     Unarmed Strike +8/+3 (1d3+4/20/x2) 
  Special Attacks 
      Chaos Blade for 4 rounds, (1/day) 
      Scythe of Evil for 4 rounds, (1/day) 
      Touch of Chaos (8/day) 
      Touch of Evil 4 rounds (8/day) 
  Cleric Spells Known (CL 8, +8 melee touch, +6 
  ranged touch): 
  4th (3/day) Inflict Critical Wounds (DC 19), 
  Divine Power, Unholy Blight (DC 19), Summon 
  Monster IV 
  3rd (4/day) Animate Dead, Summon Monster 
  III, Inflict Serious Wounds (DC 18), 
  Blindness/Deafness (DC 18), Magic Circle against 
  Good 
  2nd (4/day) Owl's Wisdom, Inflict Moderate 
  Wounds (DC 17), Desecrate, Align Weapon, 
  Summon Monster II 
  1st (6/day) Protection from Good, Cause Fear 
  (DC 16),  Detect Good, Doom (DC 16), Gorum's 
  Armor, Summon Monster I 
  0th (at will) Resistance, Detect Magic, Bleed 
  (DC 15), Spark (DC 15)
  STATISTICS
   
  Str 14/18 (+4),  Dex 10 (+0),  Con 12/16 (+3),  Int 
  8 (-1),  Wis 18/20 (+5),  Cha 14 (+2) 
  Base Atk +6; CMB +18; CMD 20 
  Feats - Combat Casting, Command Undead 
  (DC 16), Keen Scent, Weapon Focus: Greataxe 
  Traits - Bully, Killer 
  Skills Acrobatics -6, Appraise +1, Climb -2, 
  Escape Artist -6, Fly -6, Intimidate +6, 
  Perception +9, Ride -6, Spellcraft +6, Stealth -
  6, Survival +9, Swim -2 Modifiers: Scavenger 
  Languages Common, Orc 
  SQ Aura (Ex), Channel Negative Energy 4d6 
  (5/day) (DC 16) (Su), Cleric Domain: Chaos, 
  Cleric Domain: Evil, Spontaneous Casting 
  Combat Gear +3 Half Plate, +3 Grayflame 
  Greataxe 
  Other Gear Cloak of Resistance +2, Headband 
  of Inspired Wisdom +2, Ring of Protection +2, 
  Belt of Physical Might +4 
  SPECIAL ABILITIES
   
  Aura (Ex) The Cleric has an aura 
  corresponding to his deity's alignment. 
  Channel Negative Energy 4d6 (5/day) (DC 16) 
  (Su) A good cleric can channel positive energy 
  to heal the living and injure the undead; an  
  
  evil cleric can channel negative energy to 
  injure the living and heal the undead. 
  Chaos Blade for 4 rounds, (1/day) (Su) A melee 
  weapon you are holding becomes anarchic. 
  Cleric Domain: Chaos Granted Powers - Your 
  touch infuses life and weapons with chaos, 
  and you revel in all things anarchic. 
  Cleric Domain: Evil Granted Powers - You are 
  sinister and cruel, and have wholly pledged 
  your soul to the cause of evil. 
  Combat Casting +4 to Concentration checks 
  to cast while on the defensive. 
  Command Undead (DC 16) Channel energy 
  can take control of undead. 
  Darkvision (60 feet) You can see in the dark 
  (black and white vision only). 
  Scavenger +2 trait bonus to Appraise and 
  Perception to find hidden objects (inc. secret 
  doors and traps), determine if food is spoiled 
  or identify a potion by taste. 
  Scent (Ex) Detect opponents within 15 feet by 
  sense of smell. 
  Scythe of Evil for 4 rounds, 1/day. (1/day) (Su) 
  A melee weapon you are holding becomes 
  unholy. 
  Spontaneous Casting The Cleric can convert 
  stored spells into Cure or Inflict spells. 
  Touch of Chaos (8/day) (Sp) With a melee 
  touch attack, target takes the lower of 2d20 
  for each d20 roll for 1 round. 
  Touch of Evil 4 rounds (8/day) (Sp) With a 
  melee touch attack, target is sickened and 
  counted as good-aligned for the purpose of 
  [Evil] spells. 
   
   
  MOTIVES 
   
       Slogar the Uncaring seeks to further the 
  goals of his evil patron deity.  As a wandering 
  missionary of True Evil, his goal is to do as 
  much damage as possible to the forces of 
  Good in the time that he has left.  Slogar 
  believes that the end is near, and the final 
  battle between Good and Evil can only be 
  decided by the work done on the material 
  plane. 
       Slogar would prefer to take victims when 
  they are isolated and separate from the herd, 
  making his job easier and spreading just as 
  much terror as misery.  Through his evil 
  missionary work, his travels have taken him 
  across many lands occupied by a variety of 
  races.  This serves him a variety of victims 
  from many cultures. 
       Only second to his desire to spread evil 
  amongst the good races, is the desire to care 
  for his ever present mount Daisy Pusher.  
  Slogar has had Daisy Pusher for years, and has 
  cultivated the zombie horse into the perfect 
  companion.  Every victim is harvested for 
  organs and fed to Daisy Pusher, giving the 
  undead steed a taste for flesh. 
   
   
  APPEARANCE 
   
       Slogar is a large half-orc, appearing 
  physically closer to his orc ancestors than his 
  human ones.  Standing almost six and a half 
  feet tall, he strikes an imposing figure in his 
  dingy plate mail.  All of Slogar’s equipment, 
  even his unholy axe, is dingy and dirt covered 
  from lack of proper care.  His gray skin and 
  black hair add to his intimidating visage.  Eyes 
  milky from disease and malnutrition, he still 
  appears to have perfect vision yet relies on his 
  scent ability to work in total darkness when 
  the opportunity arises.  Large yellow tusks 
  break his mouth open into a perpetual sneer, 
  and the growls that pass for language with 
  him can almost pass for unintelligible.   
       Riding upon Daisy Pusher as he chases 
  victims down, he is frightening indeed.  Daisy 
  Pusher is a large zombie horse of unknown 
  breed, with bits of flesh constantly dropping 
  off in rotting chunks.  Daisy Pusher also 
  appears to be blind, her eyes long ago having 
  rotted away to empty sockets.  Even so, she 
  gets along just fine with her other senses and  
  guidance from Slogar.   
  
   
  HISTORY 
       Slogar has been traveling throughout any 
  lands he can reach ever since he was exiled 
  from his orc clan, the Bloodfists.  He has never 
  shared what crime was so great to be exiled 
  from an orc clan, and the Bloodfists are no 
  more, so the story lives only in Slogar’s 
  twisted head.  What is known about him is his 
  murderous deeds since he embraced his evil 
  faith.  Slogar doesn’t even have a name for his 
  evil deity, knowing only that it is True Evil.  
  The growth of his clerical powers has been 
  slow, and he is only rewarded with new 
  powers 
  when 
  he 
  precipitates 
  some 
  exceptionally vile deed. 
       Without a recorded history, exact details of 
  his misadventures are slim.  What is known 
  are some of his more nefarious exploits.  His 
  most notorious deed draws the most 
  attention: Slogar snuck into an orphanage 
  during the midnight hour, and murdered 
  every child.  Not satisfied with mere murder, 
  he led Daisy Pusher into the orphanage and 
  fed all of the children’s organs to his undead 
  steed. 
       Other stories are just as vile, if not as 
  specific.  His favorite daily activity is to 
  overtake lone travelers, many times torturing 
  them before feeding them to Daisy Pusher.  It 
  is rumored that he once captured a traveling 
  prince under cover of darkness and fed the 
  prince to Daisy Pusher slowly; one finger and 
  limb at a time, using his powers to keep the 
  prince alive for as long as possible.  Daisy 
  Pusher appears to love these games, and has 
  also been known to choose targets for Slogar 
  -- often “bite-sized” children. 
       Another report of his activities involved a 
  run-in with a traveling mercenary group: 
  Surrounding the group with summoned 
  monsters and undead, he corralled them all 
  into a shallow bowl between hills.  Once they 
  were all together, he lit them aflame and used 
  their terror and pain to summon a powerful 
  undead that is supposedly loose to this day.  
  Facts are slim in these reports, but children 
  are told these tales by parents who wish them 
  to behave. 
       Rumors of Slogar and his deeds appear in 
  more than one place at a time, as well.  He 
  could be in the south torturing freed slaves in 
  a vile ritual, and at the same time be reported 
  in the west drowning street urchins and 
  putting them into the beds of childless 
  parents who are unaware until they wake. 
       Slogar’s deeds don’t seem to follow any 
  organized approach, he really approaches his 
  evil as a first come first serve basis; finding 
  opportunity when it knocks and making the 
  most out of every situation to further his 
  cause as the final war between Good and Evil 
  looms ever closer. 
   
   
  PERSONALITY 
   
       Slogar the Uncaring is a vile creature, 
  having fully forsaken both his orcish and 
  human blood.  Nothing is sacred to Slogar, 
  and he sees an opportunity to defile anything 
  Good as an opportunity. 
       When 
  not 
  actively 
  working 
  towards 
  advancing his goals, one of his favorite 
  activities is to capture a family, and feed them 
  to Daisy Pusher piece by piece while the 
  others watch on in horror. 
       Such a chaotic individual would seem to be 
  easy to capture or kill, but there is genius in 
  his 
  madness. 
   
  Slogar 
  is 
  cautious, 
  understanding the attention his activities 
  draw.  Rarely will Slogar enter towns, 
  preferring 
  the 
  wilderness, 
  abandoned 
  graveyards or catacombs.  Slogar’s sense of 
  humor is just as vile as he is wicked.        
       His second favorite sport is to plant Daisy 
  Pusher into regular stables where high quality 
  horses are shown or raced.  Typically by the 
  time the owners get to the horses, Daisy 
  Pusher has taken apart the quality horses bite 
  by delicious bite.  Slogar finds this wildly 
  
  hilarious, and likes to be seen in these 
  instances before fleeing for safety in the 
  wilderness. 
   
   
  NETWORK 
   
       Slogar has no network of allies or minions 
  other than those summoned.  At times he will 
  use unwitting groups of people or monsters 
  to further his goals, but those unwitting allies 
  usually end up in Daisy Pusher’s belly before 
  they realize how they were used.  
   
   
  RESOURCES 
   
       Slogar doesn’t need resources.  His diet 
  consists of scavenged meat, often dead 
  animals found in the wilderness.  From time to 
  time when he is especially starved, he will join 
  Daisy Pusher in her meals, but only when 
  necessary as he doesn’t want to deny his 
  pretty pet her pleasures.  Money is no object 
  to a creature like Slogar, who simply murders 
  and takes what he wants.  Slogar finds no 
  value in possessions other than his armor, 
  weapons, and steed and thus is never 
  controlled by those desires.  
   
   
  LAIR 
   
       Slogar has no single place he calls home.  
  Wherever his sweet Daisy Pusher is, that is 
  where he calls home. 
   
   
  TACTICS 
   
       Slogar’s most powerful tool is Daisy Pusher.  
  With her Horseshoes of the Zephyr, she is as 
  quick as the wind.  Slogar uses this to good 
  advantage.  Once he, or Daisy Pusher, has 
  caught the scent of some prey, he will  
  summon as many monsters or undead as he 
  can and then charge with all the speed he can 
  muster. 
       If all Slogar wants is to murder, he will 
  overrun his prey and overwhelm them quickly 
  with magic and monsters.  Some are bound to 
  survive the first few moments of Slogar’s 
  attack, and those can be cleaned up with vile 
  pleasure. 
       If Slogar’s goal is to capture and practice a 
  vile rite, he will rely on his magic to aid him, 
  often casting vicious cause harm spells or 
  using monsters that when summoned will 
  injure instead of kill.  Fire is another favorite of 
  Slogar’s tools as an option to drive his prey 
  into Daisy Pusher or other monsters he has 
  ready and waiting.  Starting a brushfire is easy 
  work for a beast of Slogar’s wiles, and is 
  effective 
  when 
  working 
  against 
  large 
  numbers of opponents. 
       In melee, Slogar relies heavily on his cleric 
  domains to enhance his abilities.  He will make 
  his axe unholy, and channel negative energy 
  into as well, as per the Grayflame ability.  He 
  will immediately attempt to slay any other 
  clerics and paladins, savoring the remaining 
  foes. 
       Should an enemy spellcaster be noted, 
  Daisy Pusher will be commanded to harry 
  them while they attempt to cast spells.   
   
   
  MORALE 
   
       Slogar is a coward at heart.  He will not see 
  himself as such, however.  Slogar simply 
  believes himself cautious.  Slogar will avoid 
  conflict unless he has the upper hand, never 
  engaging unless he has the advantage.  If he is 
  set upon, and obviously in a weaker position, 
  he will summon monsters to cover his retreat 
  until he can return.  He will then dispatch the 
  offenders one by one and feed them to Daisy 
  Pusher. 
   
   
  
   
   
  ADVANCEMENT OPTIONS 
   
       As Slogar the Uncaring continues to 
  progress as a cleric, he will add more harm 
  and summoning spells to his repertoire.  As 
  Slogar progresses, so does Daisy Pusher, 
  becoming more resilient and terrifying.  
  Unless Slogar is stopped, he will continue to 
  murder and terrorize randomly across the 
  face of the planet until the End comes and Evil 
  is triumphant.  
   
   
  QUOTE
  “Sweet, sweet meat for you, Daisy Pusher!  Come 
  and get it!  I’ve got your favorite… tongue!  This 
  tongue squealed for her mama for hours before I 
  could be bothered to take it.  Yes! Delicious! Eat up!  
  That’s a good girl.  A couple more bites for Daddy, 
  ok?”  
   
  PLOT HOOKS
  I.  Slogar the Uncaring is easily used as a 
  wandering villain.  Due to his cowardly nature 
  and concern for self-preservation, he is known 
  to flee an encounter if he doesn’t have the 
  upper hand and return at a time of his 
  choosing to wreak havoc on those who have 
  thwarted him. 
   
  II.  Slogar is also useful as an unwitting minion 
  of a greater villain.  Since Slogar works for an 
  unnamed evil, he is easily dispatched for the 
  “greater evil” to cause harm to party 
  members who are striving to do good.  True 
  to his tactics, Slogar will come upon the party 
  when they least expect it in the dark of night 
  and in a place that Slogar will have the most 
  advantage. 
   
   
   
   
   
  LORE 
   
  Knowledge: Local or Religion 
   
  DC 18: Slogar is an evil cleric that rides upon a 
  zombie horse causing havoc and spreading 
  evil. 
  DC 23: The doomsayer serves no church, but 
  instead the true beliefs of Evil and Chaos.  It is 
  unknown what deity sponsors him. 
  DC 28: The zealous half-orc actually believes 
  he is bringing about the end of days, and his 
  appearance could foretell great tragedy. 
   
  COMPANION  
   
   DAISY PUSHER 
  Female Horse, Heavy CR4 
  NE Huge Undead 
  Init +8; Senses Darkvision (60 feet), Low-Light 
  Vision, Scent; Perception +0
  DEFENSE
  AC 25, touch 16, flat-footed 17 (+8 Dex, -2 size, 
  +9 natural) 
  HP 42 (5d8+5) 
  Fort +1, Ref +9, Will +4
  OFFENSE
  Spd 90 ft.  
  Melee Bite (Horse, Heavy) +11 (1d6+10/20/x2)  
     Hooves x2 (Horse, Heavy) +6 x2 
  (1d8+5/20/x2)    
     Slam (Zombie) +11 (3d6+15/20/x2)    
  Space 10’; Reach 10’
  STATISTICS
   
  Str 31 (+10),  Dex 26 (+8),  Con -,  Int -,  Wis 10 
  (+0),  Cha 10 (+0) 
  Base Atk +6; CMB +18; CMD 20 
  Feats Toughness 
  
  Tricks Attack [Trick], Combat Riding [Trick], 
  Come [Trick], Defend [Trick], Down [Trick], 
  Guard [Trick], Heel [Trick] 
  Skills Fly +4 
  Languages None 
  SQ Combat Riding [Trick], Quick Strikes (Ex) 
  Other Gear Horseshoes of a Zephyr 
  SPECIAL ABILITIES
   
  Combat Riding [Trick] The animal has been 
  trained to bear a rider into combat. 
  Darkvision (60 feet) You can see in the dark 
  (black and white vision only). 
  Low-Light Vision See twice as far as a human 
  in low light, distinguishing color and detail. 
  Endurance +4 to a variety of skill checks. 
  Sleep in L/M armor with no fatigue. 
  Run You run faster than normal. 
  Quick Strikes (Ex) Whenever a fast zombie 
  takes a full-attack action, it can make one 
  additional slam attack at its highest base 
  attack bonus. 
  Scent (Ex) Detect opponents within 15+ feet 
  by sense of smell. 
  Undead Traits Undead are immune to death 
  effects, disease, mind-affecting effects 
  (charms, compulsions, morale effects, 
  phantasms, and patterns), paralysis, poison, 
  sleep, stun, and any effect that requires a 
  Fortitude save (unless the effect also works 
  on objects. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  this License with every copy of the Open Game Content 
  You Distribute. 
   
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of 
  any Contributor unless You have written permission 
  from the Contributor to do so. 
   
  12. Inability to Comply: If it is impossible for You to 
  comply with any of the terms of this License with 
  respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation 
  then You may not Use any Open Game Material so 
  affected. 
   
  13. Termination: This License will terminate 
  automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall 
  survive the termination of this License. 
   
  14. Reformation: If any provision of this License is held 
  to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable. 
   
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of 
  the Coast, Inc. 
   
  System Reference Document. Copyright 2000, Wizards 
  of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson. 
   
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. 
   
  The Book of Experimental Might. Copyright 2008, 
  Monte J. Cook. All rights reserved. 
   
  Tome of Horrors. Copyright 2002, Necromancer 
  Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based 
  on original content from TSR. 
   
  Pathfinder RPG Bestiary. Copyright 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. 
   
  Advanced Player's Guide. Copyright 2010 Paizo 
  Publishing, LLC; Author: Jason Bulmahn. 
   
  Pathfinder Campaign Setting: The Inner Sea World 
  Guide. © 2011, Paizo Publishing, LLC; Authors: Keith 
  Baker, Wolfgang Baur, Clinton J. Boomer, Jason 
  Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. 
  Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito 
  Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason 
  Eric Nelson, Jeff Quick, Sean K Reynolds, F. Wesley 
  Schneider, Leandra Christine Schneider, David 
  Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, 
  Todd Stewart, James L. Sutter, Greg A. Vaughan, 
  Jeremy Walker, and JD Wiker. 
   
  Infamous Adversaries: Slogar the Uncaring. 
  Copyright 2011, Total Party Kill Games.  
  Author: Malgor the Puppet Master.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The world is filled with colorful characters of many hues.  Not all within subscribe to black or white; many are
  shades of grey.
  ™ characters, by TPK Games™, shows you villains in their true light –
  insidious.  These are not merely NPCs to fill your game; they are villains in the truest sense of the word,
  complete with stories that don’t just tell the character’s tale, but enrich your game.  Our adversaries are not
  villains because they have evil alignments; they are villains because your players will despise them.
   contains: one ready to use villain, complete with equipment, a rich background, and a
  vibrant description.  The
   characters are designed to challenge an entire party; not
  just in combat, but also through less direct methods requiring careful planning and confrontation.
  This Infamous Adversary sourcebook contains Slogar the Uncaring, a half-orc cleric doomsayer and his zombie
  steed Daisy Pusher.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/TPK Games/Infamous Adversaries - Slogar the Uncaring.pdf