Senshock
Lord Wizard
Senshock, the Lord Wizard of the Temple of Elemental Evil, stands as one of its most formidable and influential figures. As the most powerful mage at the temple’s disposal, he acts as both a strategist and an emissary of Zuggtmoy while seeking to curry favor with the dark god Iuz. Senshock’s mastery of magic, coupled with his ambition and cunning, makes him a critical pillar of the temple’s hierarchy. He is both feared and respected, known for his meticulous planning and ruthless execution of the temple’s will. While he outwardly serves Hedrack and the will of Iuz, Senshock's true ambitions lie in securing ultimate power for himself, and he secretly harbors his own agenda within the chaos of the temple.
Strategies Against Hedrack
Manipulative Tactics
Control Tactics
Concerns
Strategies Against Falrinth
Strategy
The Master of Arcane Power and Deception
Senshock presents a haunting image of arcane mastery. Clad in flowing black and crimson robes, embroidered with sigils of Zuggtmoy and Iuz, he cuts a commanding figure. His hair, once dark, is now streaked with silver, and his narrow face holds an expression of perpetual disdain. His piercing eyes gleam with hidden knowledge, and the aura of power surrounding him is palpable. Senshock’s staff, topped with a pulsating black crystal, serves both as a symbol of his authority and a conduit for his destructive spells.- Arcane Regalia: Black and crimson robes covered in magical symbols, paired with a distinctive scarab pendant marked with the letters "TZGY," which controls the temple’s hidden mechanisms.
- Menacing Presence: His mere gaze is enough to unnerve lesser temple members, and his voice carries an almost hypnotic command.
- Magical Arsenal: He carries a black staff imbued with abyssal energy and multiple wands to unleash destruction at a moment's notice.
Personality
Senshock is ruthless, calculating, and endlessly ambitious. He thrives on control and intrigue, orchestrating schemes that further his own power while ensuring that others take the blame for his misdeeds. Though outwardly loyal to Hedrack, Senshock secretly considers himself the true architect of the temple's future and works tirelessly to undermine potential rivals.- Manipulative Genius: Senshock excels at sowing discord among the elemental factions to keep them weak and divided.
- Arrogant and Paranoid: He sees himself as the most intelligent figure in the temple and is constantly wary of betrayal.
- Brutal Efficiency: He deals with failure swiftly and mercilessly, often using magical punishments to ensure compliance.
- Paranoid Rivalry: His mistrust of Hedrack, Falrinth, and Lareth makes him careful with his words and actions.
Role Within the Temple
Senshock serves as the chief arcane advisor and strategist of the Temple of Elemental Evil and plays a vital role in maintaining its magical infrastructure, overseeing research into dark elemental forces, and ensuring that the temple’s arcane defenses remain impenetrable. Key Responsibilities:- Master of Arcane Defenses: He personally oversees the warding of critical temple locations, including Zuggtmoy’s prison.
- Advisor to Hedrack: Provides counsel on magical matters and the use of arcane power to further Iuz's plans.
- Overseer of Magical Research: He directs temple wizards and sorcerers in uncovering new ways to harness the Elder Elemental God’s chaotic energies.
- Handler of Magical Assets: Manages the distribution of enchanted items, ensuring that loyal followers receive powerful tools while withholding them from potential rivals.
- Emergency Response: Should the temple be under siege, Senshock moves to defend the central sanctum and, if necessary, escape to Verbobonc.
"Zuggtmoy offers me the rank of High Commander, but why should I settle for such when godhood itself is within my grasp?" - Senshock
Motivations and Goals
Senshock’s meticulously blends his keen attention to detail with broader strategic planning, positioning himself as the mastermind behind many of the temple’s most effective military operations. His ultimate goal is supreme power and dominance over the temple. Though he is currently subordinate to Hedrack, he secretly dreams of supplanting him and taking control of the entire operation. He sees the power of the Elder Elemental God as a means to achieve godhood and constantly seeks ways to access its forbidden secrets. Zuggtmoy has promised him the prestigious title of High Commander and General of the Temple’s forces once its full resurgence is achieved. However, Iuz remains ambiguous about this future role, leading Senshock to relentlessly seek his favor through various means, hoping to secure his influence and rise within the temple hierarchy.- Ascend to Supreme Leadership: Senshock’s long-term goal is to overthrow Hedrack and claim dominion over the temple.
- Unlock the Power of the Elemental Nodes: He sees the elemental nodes as the key to untapped power and is obsessed with studying their potential.
- Keep Zuggtmoy Imprisoned: Unlike Hedrack, Senshock believes Zuggtmoy is a threat to his ambitions and works to ensure she remains bound.
- Control the Lesser Temples: He constantly interferes in the affairs of the four elemental temples, seeking to bring them under his direct influence.
- Secure Iuz's Favor: He hopes to prove himself invaluable to Iuz by orchestrating victories that bring ruin to Veluna and Furyondy.
"Iuz's gaze lingers upon us, and yet it is Zuggtmoy’s whispers that I heed. Balance is a game I have mastered."
Political Relationships
Hedrack (Supreme Commander)
Senshock outwardly serves as Hedrack’s loyal advisor, but inwardly considers him an obstacle to his greater ambitions. Though he serves Hedrack outwardly, Senshock loathes him and sees him as an obstacle to his true ambitions. He seeks to manipulate Hedrack’s subordinates and weaken his influence wherever possible. He carefully maneuvers behind the scenes to undermine Hedrack without revealing his intent.Strategies Against Hedrack
- Advises Hedrack while planting seeds of doubt among the other temple leaders.
- Secretly withholds critical information about arcane discoveries to maintain leverage.
"Hedrack may rule by fear, but I rule by inevitability. My plans do not fail; they unfold." - Shenshock
Barkinar (Commander of Greater Temple Troops)
Barkinar's brute-force tactics amuse Senshock, who sees him as a useful pawn but nothing more. He feeds Barkinar false intelligence to keep him focused on threats outside the temple.Manipulative Tactics
- Encourages Barkinar's military ambitions to keep his focus away from internal affairs.
- Keeps a watchful eye on him through spies.
- Senshock cultivates relationships with the commander, viewing him as possible allies in a coup against Hedrack.
Deggum (Security Commander)
Deggum’s growing influence concerns Senshock, and he takes great care to ensure the half-elf does not gain too much independence.Control Tactics
- Supplies Deggum with minor magical items to maintain a sense of dependency.
- Uses false reports to keep him distracted from internal temple politics.
- Senshock cultivates relationships with the commander, viewing him as possible allies in a coup against Hedrack.
Lucius Graeme (Spy Master and Courier)
Lucius Graeme serves as Senshock’s eyes and ears, though the wizard harbors suspicions that Lucius reports directly to Hedrack as well.Concerns
- Carefully feeds Lucius selective information to monitor Hedrack’s plans.
Falrinth (Rival Wizard and Keeper of the Orb of Golden Death)
Senshock despises Falrinth and views him as a threat. The two constantly compete for influence within the temple, though Senshock is more established.Strategies Against Falrinth
- Uses subordinates to sabotage Falrinth’s magical experiments.
- Spreads rumors to undermine Falrinth’s credibility
The Four Elemental Priests (Romag, Alrrem, Belsornig, Kelno)
Senshock views the elemental priests as dangerous zealots, blinded by their devotion to the Elder Elemental Eye. He carefully balances their power to ensure no one cult dominates the others.Strategy
- Sows discord among the elemental factions to prevent unity.
- Offers magical aid selectively to curry favor.
"The Scarlet Brotherhood lurks in the shadows, and Iuz schemes from afar... Let them. I shall turn their ambitions against them all."
History and Ambitions
Senshock, the Lord Wizard of the Temple of Elemental Evil, is a man of great ambition, dangerous knowledge, and festering resentments. Once an unremarkable figure within the arcane circles of Verbobonc, his thirst for power and recognition drove him into the waiting arms of Zuggtmoy, the Demon Queen of Fungi. From his early days as a potion-seller and trafficker in illicit substances to his current position as a master of the temple’s dark sorceries, Senshock’s story is one of slow corruption, simmering hatred, and a relentless desire to rise above his station.Early Life and Arcane Pursuits
Senshock was born and raised in the Verbobonc, City, where he studied magic at the H8 Ruins - Elemental School of Magic, a prestigious institution known for its focus on harnessing the primal forces of the elements. During his time there, he developed a keen interest in potion brewing and wand-making, displaying considerable talent in crafting magical items and concoctions. However, despite his technical skill, Senshock never stood out among his peers at the Silver Consortium, Verbobonc's leading guild of arcane scholars.- Aptitude for Conjuration: Senshock had a natural talent for summoning and elemental manipulation but lacked the discipline for higher theoretical studies.
- Social Struggles: Considered a middling wizard by his peers, Senshock was often mocked for his obsession with obscure topics such as Oeridian military history, forgotten religious sects, and hidden planar lore.
- A Bruised Ego: Though outwardly polite, Senshock harbored a deep resentment for his lack of acclaim, leading him to pursue forbidden paths of power.
"The fools in Verbobonc mocked me, but they will kneel in time, their dreams reduced to dust beneath my shadow." - Senshock
Descent into Darkness
Though he became wealthy selling potions and wands to adventurers, Senshock soon found a more lucrative enterprise—the trade of narcotics. He became deeply involved in producing illicit substances such as:- Sannish: A calming, addictive blue liquid.
- Mordayn Vapour: A powerful hallucinogenic incense.
- Mushroom Powder: A potent fungal narcotic rumored to open minds to dark influences.
- Baccaran and Doomgift: Exotic blends imported from distant lands, often used in black magic rituals.
Turning Point
His relentless research and forbidden experiments eventually strained his mind, and it was during one of his darkest moments that Zuggtmoy, the Demon Queen of Fungi, whispered promises of power into his ear. Senshock pledged his soul to her in exchange for the recognition and authority he so desperately craved.Rise to Power in the Temple
Senshock's first major role within the Temple of Elemental Evil came when Zuggtmoy and Iuz, her once-absent lover, conspired to establish a stronghold in the region. Senshock, alongside Hedrack, was tasked with funding and overseeing the construction of the Temple of Elemental Evil, using his vast wealth and contacts to fuel the project. The cult grew quickly, and by the time the authorities of Verbobonc and Veluna became aware of its presence, the temple was already well-established, and the cult’s bandit armies had claimed much of the western verge of the Gnarley Forest.- Cathedral Construction: Senshock provided crucial magical expertise to raise the temple’s dark spires and reinforce its arcane defenses.
- The Bandit Horde: Senshock advised on recruitment and tactics, working with Hedrack to establish the cult's formidable forces.
- His Reluctance: Against his better judgment, he opposed the appointment of Verrigan the Scarlord as the army’s champion, believing himself more suited to the role.
The Battle of Emridy Meadows
Senshock's greatest failure came during the legendary The Battle of Emridy Meadows, where the temple’s amassed armies faced the righteous forces of Furyondy and Veluna under the command of Prince Thrommel. Despite his misgivings, Senshock was forced to step back and allow Verrigan to lead. The chaotic nature of the cult's forces—comprised of fell humans, orcs, goblins, ogres, and giants—proved their undoing. When the disciplined forces of good executed a brilliant hinge and encirclement tactic, the cult army collapsed into a panicked retreat. Verrigan fell in battle, and Senshock has never forgiven him, believing that if he had led the army, they would have been victorious. The temple was driven underground, and Zuggtmoy was sealed away within the temple’s deepest levels by divine magic.Present Ambitions
With the temple partially rebuilt and new schemes underway, Senshock remains frustrated by his position. He resents Hedrack’s authority and yearns to fulfill Zuggtmoy’s promise of making him High Commander and General of the Cult. However, with Iuz’s influence growing and Zuggtmoy weakened, Senshock is left playing second fiddle to Hedrack, which he despises.Senshock's Secret Plans
- Seize Power: Senshock hopes to sway Barkinar and Deggum to his side, eliminating Hedrack and taking control of the temple.
- Master the Elemental Nodes: His studies into the nodes continue, as he believes their raw elemental power could grant him the edge he needs.
- Revenge Against Verbobonc: He harbors a deep grudge against the city that scorned him and dreams of returning as its conqueror.
- Drug-Fueled Delusions: His heavy use of magical narcotics warps his perception, making him increasingly unstable and prone to reckless decisions.
Conclusion
Senshock is a wizard consumed by his ambitions and frustrations, constantly scheming and maneuvering for greater power. Whether orchestrating magical experiments, manipulating temple politics, or plotting his revenge on Verbobonc, he remains a dangerous adversary and a critical figure within the Temple of Elemental Evil. His story is one of power grasped, power lost, and power desperately sought once more.
"The elemental forces are but instruments in my hands. Earth, air, fire, and water—each bends to my will or perishes in chaos." - Senshock
Senshock
Wizard level 9Str 11, Dex 8, Con 10, Int 20, Wis 9, Cha 13
Hp: 26; Init: -1
Speed: 30 ft.
Armour Class: 18 (Bracers of Armour +7, Ring of Protection +2, dex -1)
Attack:
- +6 melee (Staff of Fire, 1d6+1, Crit x2)
- +6 melee* +5 ranged (mw dagger, 1d4, Crit 19-20/x2, Range 10 ft)
- +5 ranged (mw light crossbow, 1d8, Crit 19-20/x2, Range 80 ft, Ammo 10 x mw bolts)
- or +5 melee (unarmed nonlethal, 1d3)
- or +5 melee touch*+4 ranged touch
Special Qualities: Arcane Bond, Arcane Generalist (20% reduction in costs to learn and transcribe spells), Cantrips, Spell Use.
Saves: Fort +5, Ref +2, Will +5
Feats: He is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff; Brew Potion, Combat Casting, Craft Wand, Improved Initiative, Scribe Scroll, Spell Focus Conjuration, Thrall to Demon (Zuggtmoy)
Skills: Appraise +5 (+7 with alchemical goods), Concentration +12 (+16 with Combat Casting), Craft- Alchemy +13 (+15 with alchemy lab), Intimidate +4, Knowledges- Arcana +17, History +13, Nature +7, Religion +10, the Planes +13, Listen +1, Search +8, Sense Motive +5, Spellcraft +18, Spot +1
Languages: Read/Write & Speak Common, Draconic, and Abyssal
Wizard Spells per Day: 4/6/5/4/3/2 (Caster Level 9, Save DC 15 + Spell Level, or 16+ Spell Level for Conjuration magic
- 0: Detect Magic, Mage Hand, Prestidigitation, Read Magic;
- 1st: Magic Missile x3, Shield, Unseen Servant, 1 spare;
- 2nd: False Life, Invisibility, Resist Energy, See Invisibility, Web (DC17)
- 3rd: Dispel Magic, Haste, Fly, Lightning Bolt (DC18
- 4th: Charm Monster (DC19), Polymorph, Summon Monster V (usually a small elemental
- 5th: Summon Monster V (usually a medium elemental), Teleport.
Combat Gear
Staff of Fire (10 charges), Wand of Lightning Bolts (CL8, DC14, 37 charges), Wand of Ice Storms (CL7, DC14, 22 charges), Scroll of Teleport (CL9), Scroll of Summon Monster V x2 (CL9), Scroll of Magic Circle Against Evil & Magic Circle Against Good (CL6), Potion of Invisibility (CL5), Potion of False Life (CL3), Potion of Cure Light Wounds (CL1), vial of antitoxinMagic Gear
Bracers of Armour +7, Ring of Protection +2, Ring of Feather Falling Gear: Scholar’s robes, spell component pouch x2, pouch holding 200 gp worth of silver dust, masterwork light crossbow, quiver holding wands and 10 x light crossbow bolts, masterwork dagger. Spellbook (hidden in the portable hole in his wardrobe):Spellbook
- 0: Amanuensis, Detect Magic, Detect Poison, Light, Mage Hand, Mending, Message, Prestidigitation, Read Magic
- 1st: Burning Hands, Charm Person, Feather Fall, Magic Missile, Shield, Unseen Servant
- 2nd: Arcane Lock, False Life, Invisibility, Knock, Magic Mouth, See Invisibility, Web
- 3rd: Dispel Magic, Fireball, Fly, Haste, Lightning Bolt, Magic Circle vs Evil, Magic Circle vs Good, Tongues
- 4th: Charm Monster, Dimension Door, Fire Trap, Ice Storm, Polymorph, Summon Monster IV
- 5th: Lesser Planar Binding, Summon Monster V, Teleport, Wall of Stone.
Senshock 5e Version
med. humanoid (human), 11th level Wizard- Armour Class 14 (bracers of armour, ring of protection)
- Hit Points 60 (11d6 +22)
- Speed 30ft.
- STR DEX CON INT WIS CHA
- 9 (-1) 13 (+1) 14 (+2) 20 (+5) 11 15 (+2)
- Saves: Con+7*, Int +10, Wis +5
- Skills Arcana +9, History +9, Religion +9
- Senses Passive Perception 10
- Languages Common, Abyssal, Draconic, Goblin, Giant
- Challenge Challenge Rating 7 (2,900 xp)
- Cantrips (At Will): fire bolt, light, mage hand, prestidigitation, ray of frost;
- 1st level (4 slots): detect magic, magic missile, unseen servant;
- 2nd level (3 slots): invisibility, see invisibility, web;
- 3rd level (3 slots): counterspell, dispel magic, haste, lightning bolt;
- 4th level (3 slots): dimension door, charm monster, polymorph;
- 5th level (2 slots): conjure elemental, teleportation circle;
- 6th level (1 slot): disintegrate
Alignment
Chaotic Evil
Species
Ethnicity
Other Ethnicities/Cultures
Year of Birth
523
53 Years old
Children
Sex
male
Height
5'9"
Belief/Deity
Elder Elemental God
Aligned Organization
Related Plots
Defensive Role in the Greater Temple
Senshock's position within the temple is not one of direct confrontation, but rather of strategic oversight and intervention at critical moments.- Positioning and Response: He typically stations himself behind the main altar in area 419A, monitoring events and casting spells to support the temple's defenders from a position of relative safety.
- Last Resort Tactics: Senshock only exposes himself in battle when the temple forces are on the verge of victory, ensuring minimal risk to his own survival.
- Contingency Plans: In the event of an overwhelming assault, Senshock has prepared several escape routes. If the Temple guards suffer defeat, he retreats to the throne room (area 435) to report directly to Zuggtmoy, after which he teleports to a hidden sanctuary in Verbobonc, a well-studied and secure location.
Secret Knowledge and Iuz's Influence
Despite his allegiance to Zuggtmoy, Senshock harbors knowledge of Iuz’s deeper schemes and ambitions, though he guards this information zealously.- Secrets of Iuz: Senshock is aware that Iuz is covertly working against the Scarlet Brotherhood and is seeking the whereabouts of Zuggtmoy (whose exact location within the temple remains hidden even from him) and his powerful mother, Iggwilv, rumored to be lost in the Abyss.
- Magical Safeguards: Should Senshock be captured and subjected to ESP or other intrusive magics, he might divulge minor information, but any attempt to force him to reveal deeper secrets will trigger an arcane contingency—resulting in his immediate death by Iuz’s own will.
Daily Operations and Leadership
Senshock’s contributions extend beyond the battlefield; his daily routine is filled with a variety of crucial activities aimed at fortifying the temple’s position and influence.- Arcane Research: During daylight hours, Senshock dedicates time to developing new spells and magical items to strengthen the temple’s forces.
- Administrative Oversight: He oversees the instruction of clerics and ensures coordination between the elemental factions, often liaising with Barkinar and Hedrack to maintain discipline among the troops.
- Command Over Giants: Senshock regularly consults with the temple’s monstrous allies, such as giants and trolls, directing their deployment and keeping them in line through displays of power and intimidation.
- Personal Protection: He is never without his black scarab inscribed with the letters TZGY, an artifact that allows him to control the curtain behind the altar (area 419A) and offers some level of security in his chambers.
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