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Many proud adventurers have tried to destroy Larloch- and all have failed, although many of them contributed skulls or their corpses to Larloch's decor or servant armies. His powers are mighty indeed and are vested in spells, an awesome arsenal of magical items, and his undead powers.
~ Volo's Guide to the Sword Coast

Summary

Larloch is one of the last Netherese arcanists remaining in the world today, an immortal lich and a relic of a lost world. During his life, he was the Sorcerer-King of Jiksidur, one of the countless floating cities of Netheril that plummeted to the ground during Karsus' Folly. Due to a contingency spell, he was made aware of the oncoming apocalypse and managed to escape just before the Netherese Empire fell, and the Goddess of Magic died.

Soon after this cataclysm, Larloch underwent the transformation to lichdom, and began to search out relics of his people to claim as his new kingdom- managing to discover Orbedal, a city belonging to his former rival. Larloch used his magic to transform the place into a throne of power for himself, and set about exploring, only to find his rival still alive underneath the rubble. The two dueled, and ultimately Larloch won, taking the rival as his first of many servants.

Over time, Larloch collected a vast collection of arcane artifacts- forgotten spells, magical weaponry, and other wondrous creations of the Netherese empire. During his periods of collecting, a great number of adventurers invaded his enclave (now named "Larloch's Crypt)- among these, only one survived the horrors contained within, a wizard who would become the Archlich Szass Tam, Zulkir of Thay, with whom Larloch made a pact. Larloch would grant Szass all the power he would need to achieve his goals- minions and artifacts alike- in return for a vast collection of Netherese relics.

Larloch, despite being a truly evil being, was not without reason- Larloch's objectives were simple, to obtain as much magical power as he could. Thus, he often worked with non-evil spellcasters cooperatively on magical projects, often penning new spells as a result. He apologized to followers of Mystra when a large number of his followers attacked them and announced a great interest in Storm Silverhand's silver fire- an announcement that led Storm to allow him to investigate it, a deed Larloch described as "the first kindness he'd been given in a long time".

Larloch's more recent plots include an attempt to become the new deity of magic following the old Mystra's demise- an attempt that was thwarted by Elminster Aurmar and Srinshee. This was likely tied to the Lich's experiments regarding Blueflame magic items, objects which the Simbul theorized held a fragment of Mystra's essence within them.

Powers and Stats

Tier: High 6-A, possibly 2-A via preparation time

Name: Larloch, The Shadow King, The Sorcerer-King of Jiksidur, Master of the Warlock's Crypt, The Ultralich

Origin: Dungeons and Dragons

Gender: Male

Age: Over 2000 years old

Classification: Netherese Lich

Powers and Abilities:

Superhuman Physical Characteristics, Immortality (Types 1, 3, 4, 7, and 8; Larloch and his Phylactery have been destroyed in the past, and yet some magic yet allows him to resurrect briefly after within Warlock's Crypt), Magic, Reality Warping (He is among the most skilled at manipulating The Weave to achieve magical effects), Self-Sustenance (Types 1, 2, and 3), Non-Physical Interaction (Can affect intangible, incorporeal, abstract, conceptual, and purely nonexistent voids with his magic), Necromancy (Commands an innumerable army of undead in his city), Resurrection (Larloch resurrects upon death, regardless of the state of his Phylactery), Absorption (LArloch absorbs the life-essence (souls) of those he hits with certain abilities, permanently storing it within himself), Empathic Manipulation (His touch can sap the willpower from a target, thus also sucking away their ability to resist his spells), Paralysis Inducement (His touch induces permanent paralysis in targets), Curse Manipulation (His touch is cursed and he can inflict them with a mere graze), Fear Aura (Maintains an aura of supernatural fear, paralyzing enemies within by sheer terror), Damage Reduction (Only silver can harm him normally), Enhanced Senses (Includes X-Ray vision and omnidirectional vision via Ring of X-Ray Vision and Robe of Eyes, respectively), Duplication (Passively creates displacement, which causes an illusory duplicate of Larloch to appear nearby to confuse enemies), Invisibility (Can become invisible as he pleases), Extrasensory Perception (Passively senses the invisible as easily as the visible), Attack Reflection (Can turn spells back at their masters, leaving him unaffected), Social Influencing (Bears a vast quantity of skills to assist in negotiations, intimidation, and persuasion), Stealth Mastery, Power Modification (Has modified his magic with Metamagic, allowing him to change how the spells fundamentally work), Statistics Amplification (Increased the potency of many of his spells via Spell Mastery), Biological Manipulation (Larloch's cursed touch can wrack the body with withering, rotting, or simply cover them in sores), Energy Manipulation (Larloch keeps himself protected with an infusion of energy and curses), Causality Manipulation (Larloch has made extensive use of the Wish spell to grant himself innate abilities, among other things), Energy Projection and Homing Attack via Magic Missile, Thread Manipulation via Web, Power Nullification via Dispel Magic, Sense Manipulation via Arcane Eye, Electricity Manipulation via Chain Lightning, Deconstruction via Devastate Undead, Soul Manipulation and Statistics Reduction via Energy Drain, Dimensional Travel via Amulet of the Planes, Clairvoyance Nullification via Belt of Proof against Detection and Location, Forcefield Creation via Bracers of Armor, Statistics Amplification via Cloak of Resistance, Dimensional Storage via Gloves of Storing, Weapon Mastery, Martial Arts, with the Staff of the Magi he gains Telekinesis, Size Manipulation, Light Manipulation, Fire Manipulation, Ice Manipulation, Electricity Manipulation, Earth Manipulation, Explosion Manipulation, Existence Erasure, and Summoning; see here for details; Flight via Winged Boots, Non-Corporeal via Bright Silver Cylinder Ioun Stone, Freedom of Movement via Cerulean Blue Rhomboid Ioun Stone, Statistics Amplification via Dark Blue Rhomboid, Deep Red Sphere, Pale Green Prism, Incandescent Blue Sphere, Pearlized Brown Ellipsoid, and Scarlet and Blue Sphere Ioun Stones, Probability Manipulation via Dark Green Ellipsoid and Rich Green Star Ioun Stones, Power Bestowal via Dark Purple Triangle Ioun Stone and Dark Purple Pyramid Ioun Stone, Enhanced Resistance via Dark Orange Dodecahedron Ioun Stone, Telepathy via Dark Red Cube Ioun Stone, Damage Transferal via Dull Orange Rhomboid Ioun Stone, Attack Reflection via Dusty Rose Prism Ioun Stone, Spell Absorption via Vibrant Purple Prisms, Lavender and Green, and Pale Lavendar Ellipsoid Ioun Stones, Matter Manipulation (among others) via Mottled Grey Sphere Ioun Stone, Memory Manipulation via Pale White Sphere Ioun Stone, Regeneration (High-Mid) via Pearly Black Spindle Ioun Stone, Teleportation via Shining Black Spiral Ioun Stone, Information Analysis (Larloch has memorized the exact magical properties of thousands of arcane items and spells), Precognition (Beings on his level of intelligence can accurately predict the future through analysis and observation alone)

Teleportation via Greater Teleport, Teleportation Circle, and Blink, among others, Time Manipulation via Time Stop, Temporal Stasis, and Slow, among others, Death Manipulation via Wail of the Banshee, Power Word Kill, and Symbol of Death, among others, Causality Manipulation via Wish, Elminster's Evasion, and Contingency, Shapeshifting via Shapechange, Non-Corporeal via Etherealness, Ethereal Jaunt, Soul Manipulation and Resurrection and Regeneration Nullification via Soul Bind, Trap the Soul, and Enervation, among others, Statistics Reduction via Energy Drain, Symbol of Weakness, and Feeblemind, among others, Astral Projection via Astral Projection, Illusion Creation via Weird, Screen, and Veil, among others, Darkness Manipulation via Shades, Shadow Walk, and Blacklight, among others, Explosion Manipulation via Meteor Swarm and Explosive Runes, among others, Creation via Bigby's Hand/Fist, Major Creation, Paralysis Inducement via Hold Monster (Mass), Mind Manipulation via Dominate Monster, Demand, and Suggestion (Mass), among others, Precognition via Foresight, Moment of Prescience, Summoning via Summon Monster, Portal Creation via Gate, Phase Door, and Dimension Door, among others; can furthermore permanently seal portals via Gate Seal, preventing them from reopening, Forcefield Creation via Prismatic Sphere, Otiluke's Sphere, and Globe of Invulnerability, among others, Power Nullification via Mordenkainen's Disjunction, Antimagic Field, and Dispel Magic, among others, BFR and Sealing via Imprisonment, Prismatic Wall, and Maze, among others, Transmutation via Polymorph, Statue, and Flesh to Stone, among others, Metal Manipulation via Iron Body, Wall of Iron, and Ironguard, among others, Text Manipulation via Symbol spells, Erase, and Sepia Snake Symbol, among others, Corrosion Inducement via Horrid Wilting, Necromancy via Create Greater Undead, Duplication via Clone, Simulacrum, and Project Image, among others, Light Manipulation via Scintillating Pattern, Suburst, and Rainbow Pattern, among others, Sense Manipulation via Sunburst, Prying Eyes, and Power Word Blind, among others, Sound Manipulation via Shout, Ventriloquism, and Shatter, among others, Ice Manipulation via Polar Ray, Prismatic Wall, and Freezing Sphere, among others, Telekinesis via Otiluke's Telekinetic Sphere, Telekinesis, and Levitate, among others, Empathic Manipulation via Sympathy/Antipathy, Charm Monster (Mass), and Symbol of Persuasion, among others, Madness Manipulation (Types 2 and 3) via Symbol of Insanity, Prismatic Wall, and Insanity, among others, Stun Inducement via Power Word Stun, Symbol of Stunning, Broadway Force via Otto's Irresistible Dance and Tasha's Hideous Laughter, among others, Telepathy via Demand, Sending, and Rary's Telepathic Bond, among others, Extrasensory Perception via Greater Prying Eyes, Truesight, and Arcane Sight, among others, Clairvoyance via Discern Location, Vision, and Scrying, among others, Fire Manipulation via Incendiary Cloud, Prismatic Wall, and Fireball, among others, Poison Manipulation via Prismatic Wall, Cloudkill, Electricity Manipulation via Prismatic Wall, Lightning Bolt, and Chain Lightning, Acid Manipulation via Prismatic Wall, Acid Fog, and Acid Splash, among others Petrification via Prismatic Wall and Flesh to Stone, among others, Spatial Manipulation via Dimensional Lock and Dimensional Anchor, among others, Gravity Manipulation via Reverse Gravity, Weather Manipulation via Control Weather, Sleet Storm, and Ice Storm, among others, Sleep Manipulation via Waves of Exhaustion, Sleep, and Symbol of Sleep, among others, Invisibility via Mass Invisibility, Greater Invisibility, and Misdirection, among others, Weapon Creation via Mordenkainen's Sword, Claws of Darkness, and Flame Arrow, among others, Energy Manipulation via Forcecage, Psychometry via Vision, Dimensional Travel via Planeshift, Pocket Reality Manipulation via Mordenkainen's Magnificent Mansion, Mordenkainen's Private Sanctum, and Leomund's Secure Shelter, among others, Transformation via Tenser's Transformation, Statistics Amplification via Tenser's Transformation, Owl's Wisdom, and Haste, among others, Earth Manipulation via Move Earth, Stone Shape, and Mud to Stone, among others, Matter Manipulation via Disintegrate, Water Manipulation via Control Water, Solid Fog, and Create Water, among others, Deconstruction via Undeath to Death, Fear Manipulation via Symbol of Fear, Weird, and Fear, among others, Disease Manipulation via Eyebite, Curse Manipulation via Geas/Quest, Information Analysis via Analyze Dweomer, Analyze Portal, and Identify, among others, Flight via Overland Flight and Fly, among others, Size Manipulation via Animal Growth, Enlarge/Reduce, and Shrink Item, among others, Plant Manipulation via Blight, Pain Manipulation via Symbol of Pain, Dream Manipulation via Nightmare and Dream, Possession via Magic Jar, Perception Manipulation via Rainbow Pattern, Hypnotic Pattern, and Daze Creature, among others, Underwater Breathing (Type 2) via Water Breathing, Intangibility via Gaseous Form, Biological Manipulation via Gentle Repose and Flensing, among others, Life Absorption via Vampiric Touch, Afterimage Creation via Blur and Displacement, among others, Air Manipulation via Wind Wall, Whispering Wind, and Gust of Wind, among others, Omnilingualism via Tongues, Fragrance Manipulation via Stinking Cloud, Energy Absorption via Protection from Energy, Morality Manipulation via Magic Circle, Surface Scaling via Spider Climb, Enhanced Senses via Darkvision, Life Manipulation via False Life, Thread Manipulation via Web, Animal Manipulation via Summon Swarm, Acrobatics via Jump, Aura Manipulation via Nystul's Magic Aura, among others, Adaptation via Endure Elements, Probability Manipulation via Create Magic Tattoo, Bone Manipulation via Grimwald's Greymantle, Heat Manipulation via Combust, Natural Weaponry via Handfang and Claws of Darkness, among others (See Note)

Enhanced Resistance against Elemental Manipulation (Namely Acid, Fire, Ice, Electricity, and Thunder), Sound Manipulation (Armors in his hoard reduce or totally negate all sound), Attack Reflection (Arrows simply bounce off certain armor), Light Manipulation (Certain shields are granted the ability to flash brightly, blinding enemies; the Sun Blade bears impressive damaging capabilities of unleashing raw sunlight), Life Manipulation (Many magical weapons, shields, and suits of armor move of their own accord in service to their master), Magnetism Manipulation (Shields attract arrows and other projectiles towards them, completely shielding the user), Forcefield Creation (Certain armors simply envelope the user in a constant force-field, negating physical attacks), Illusion Creation (Many armors can be disguised as clothing or other types of armors to confuse or mislead enemies), Damage Reduction, Darkness Manipulation (Some armors cloak a user in shadows), Necromancy (Some armors allow the user to control undead), Probability Manipulation (Luck armor bestows incredible, supernatural luck upon the wearer), Mind Manipulation (Command armor allows the user to dish out commands and suggestions which must be adhered to), Flight (Celestial armor allows the wearer to fly), Natural Weaponry (Demon armor grants the user demonic claws), Disease Manipulation (Demon armor bestows contagions on successful hits), Underwater Breathing (Type 2, certain armors allow movement and breathing underwater as usual, as well as conversing with aquatic wildlife), Absorption (Many armors and shields absorb spells, light, energy, etc), Matter Manipulation (Absorbing shields can take in light and use it to disintegrate a target immediately), Weapon Creation (Spined shields create spines to fire at enemies), Chaos Manipulation/Law Manipulation (Anarchic or Axiomatic weapons are strongly aligned towards chaos or law, and bear abilities imbued with these properties), Durability Negation (Bane weapons harm certain creatures much more), Deconstruction (Disrupting weapons destroy undead), Explosion Manipulation (Flaming Burst weapons explode on successful hits), Holy Manipulation (Divine weapons are imbued with holy power), Chi Manipulation (Ki Focus weapons allow the user to focus their inner ki towards astounding effects), Homing Attack (Seeking weapons will track down their targets of their own volition), Poison Manipulation (Many weapons secrete poison constantly), Power Nullification (Some weapons bear the ability to dispel magical effects), Soul Manipulation and Statistics Reduction (Life-Drinkers consume the life essence of their target, reducing their character level as a result), Fear Manipulation (Items such as the Mace of Terror cause the wielder to invoke primal, visceral fear in their targets), Death Manipulation (Weapons such as the Nine-Lives Stealer can instantly induce death), Damage Boost (Weapons like the Oathbow or Shifter's Sorrow boost their powers significantly under certain circumstances), Mind Manipulation (Screaming bolts can shake the mind of enemies), Sleep Manipulation (Sleep arrows can knock a target unconscious), Density Manipulation (Many magical items are of lighter density than is realistically possible- such as the Sun Blade), Animal Manipulation (Countless objects afford the user the ability to control animals), Enhanced Senses (Weapons of warning mentally warn their wielders of incoming danger), Teleportation (Blink Rings allow the target to teleport randomly), Camouflage (Chameleon rings afford the wearer the ability to blend in with their environment), Summoning (Many magical items call upon allies, such as genies or animals), Air Manipulation (Some magical objects allow one to bend the air to their wishes), Earth Manipulation, Water Manipulation, Gravity Manipulation (Feather Falling rings lessen gravity's effect upon the wearer), Damage Transferal (Friend Rings can allow two individuals to transfer damage between them), Invisibility (Some rings and cloaks render the user invisible when worn), Regeneration (Varies, up to High-Mid), Light Manipulation (The Shooting Stars ring can cast light-oriented spells at will), Self-Sustenance (Types 2 and 3, the Sustenance ring grants all the nutritional value a wearer needs, and reduces their sleep needs vastly), Water Walking, Telekinesis, Power Modification (A great many magic items, generally rods, allow magic users to alter how their spells function on a fundamental level), Paralysis Inducement, Transformation, Pain Manipulation (The Rod of Lordly Might allows one to spontaneously inflict wounds on a target and regain the same number of health), Mind Manipulation (The Rod of Rulership forces creatures to obey the wielder's commands as if they were their sovereign ruler), Pocket Reality Manipulation (The Rod of Security is a portable "pocket paradise"), Statistics Reduction (Rods of Withering cause the target's strength and bodily health to dilapidate in seconds), Time Manipulation (The Rod of Wonder can slow enemies), Telepathy, Fragrance Manipulation, Weather Manipulation (The Rod of Wonder can cause rain to briefly fall around it), Size Manipulation, Darkness Manipulation, Plant Manipulation, Non-Corporeal (The Rod of Wonder has a chance to turn the wielder ethereal), Invisibility, Healing (The Staff of Healing bears many such spells), Purification, BFR, Creation, Clairvoyance, Omnilingualism, Extrasensory Perception, Broadway Force, Empathic Manipulation, Energy Projection, Illusion Creation, Duplication, Resurrection, Energy Manipulation, Portal Creation, Surface Scaling, Afterimage Creation, Smoke Manipulation, Petrification, Corrosion Inducement, Morality Manipulation (The Horn of Goodness/Evil changes its function when used by good or evil beings), Sealing (Iron Flasks can store extraplanar creatures within them), Bone Manipulation, Blessed, likely many others (his hoard can include any non-artifact item, and likely includes several artifacts of unknown nature)

Conceptual Manipulation (Type 1), Regeneration (Mid-Godly), Immortality (Types 1, 2, 3, 4, 5, 7, 8, Avatars possess 6 and 9), Abstract Existence (Type 1, deities are purely abstract in their physiology and are the manifestations of their various concepts- in this case, Larloch was becoming the abstract embodiment of magic itself), Possession, Precognition (He would be capable of seeing all uses of magic in any form for weeks in advance, and bear a deep knowledge of these happenings for weeks after their passing), Probability Manipulation (A god's actions all bear the maximum chance of success- each action is guaranteed to succeed, regardless of the likelihood of it actually succeeding otherwise), Dimensional Travel, Regeneration and Immortality Negation (Mid-Godly and Types 1, 2, 3, 4, 5, 6, 7, 8, and 9; Gods are fully capable of killing one another, particularly those lower in the Divine Hierarchy than themselves), Death Manipulation and Existence Erasure (Deities can simply erase individuals), Mind Manipulation of those within his sphere/alignment, Shapeshifting, Size Manipulation, Acausality (Type 4, exists on the same causality as Labelas Enoreth, who causes causality to go forward), Resistance Negation and Durability Negation (Divine powers simply ignore all layers of resistance), Creation, Life Manipulation, Aura, Holy Manipulation, Power Bestowal (Gods may take on Chosen, beings gifted with great power directly from that god), Chaos Manipulation/Law Manipulation (Outsiders strongly tip the cosmological balance of Chaos vs Law; as a Lawful creature, Larloch would shift the scales to the side of Order), Summoning, Soul Manipulation, BFR (Can call forth or banish creatures from their divine realms), Perception Manipulation, Causality Manipulation, Memory Manipulation, Sleep Manipulation, Sealing (With imprisonment spell), Portal Creation, Elemental Manipulation, Teleportation, Fear Manipulation, Illusion Creation, Matter Manipulation, Petrification, Dream Manipulation, likely many others (All gods are capable of casting every spell in existence as a force of willpower)

Attack Potency: Multi-Continent level (Listed as being comparable to the likes of a Phaethon; has explicitly fought against and compares to the likes of Elminster Aumar, is considered the greatest of the remaining Netherese arcanists, making him superior to the likes of Aumvor the Undying by a substantial margin), possibly Multiverse level+ (Following the Spellplague, Larloch attempted to become the new God of Magic in Mystra's stead- however, despite apparent success nearing, he was thwarted by Elminster and Srinshee before he could finish his rituals)

Speed: At least Relativistic+ (Can react to Anger of the Noonday Sun), with FTL+ reactions (Can tag others with the Great Cat's Dodge feat), likely Infinite via preparation (Deities are capable of moving in stopped time and can outrun beings such as Kezef the Chaos Hound, who can reach any point across the multiverse instantly through sheer speed)

Lifting Strength: Class 5 (Can push over 1 metric ton), far higher via magic (Through his various transformations and amplifications, Larloch could feasibly amplify his lifting strength exponentially), likely Immeasurable via preparation

Striking Strength: Multi-Continent level (Engaged in a magical duel with Elminster Aurmar), possibly Multiverse level+ via preparation

Durability: Multi-Continent level, higher via protections, possibly Multiverse level+ via preparation, Regeneration, Abstract Existence, and various Immortalities make him incredibly hard to defeat

Stamina: Infinite, Undead such as Larloch require no rest, no sustenance, or sleep. A lich merely requires souls to feed to its phylactery to continue its existence.

Range: Extended Melee Range physically, up to Tens of Kilometers with most spells, Multiversal+ with highest-range spells, Multiversal+ via preparations

Standard Equipment:

  • Amulet of the Planes
  • Belt of Proof against Detection and Location
  • Bracers of Armor
  • Cloak of Resistance
  • Gloves of Storing
  • Mace of Disruption (shrunken in size, used as a spellcasting focus)
  • Ring of Three Wishes
  • Ring of X-Ray Vision
  • Robe of Eyes
  • Staff of the Magi
  • Major Vest of Displacement
  • Winged Boots
  • Ioun Stones (bright silver cylinder, cerulean blue rhomboid, dark blue rhomboid, dark green ellipsoid, dark orange dodecahedron, dark purple triangle, dark purple pyramid, dark red cube, deep red sphere, dull orange rhomboid, dusty rose prism, incandescent blue sphere, 2x lavender and green ellipsoids, mottled grey sphere, pale green prism, pale lavender ellipsoid, pale white sphere, pearlized brown ellipsoid, pearly black spindle, rich green star, scarlet and blue spindle, shining black spiral, and 2 vibrant purple prisms)

Intelligence: At least Extraordinary Genius, Larloch possesses millennia of magical research photographically memorized within his mind, including researching literal new forms of magic on his own- his intelligence rating is only slightly below that of the most intelligent gods, including Gond and Vecna; where these individuals bear a rating of 42, Larloch bears a rating of 34

Weaknesses: Silver not only overcomes his innate damage reduction but due to the alchemical processes unique to Larloch's physiology, it deals roughly double damage to him, causing his skin to disintegrate; Larloch will often attempt odd strategies if only out of boredom in a fight with those he considers less intelligent than him- furthermore, he will often attempt a ceasefire to communicate with an enemy

Note: This scan states that reasonably, Larloch possesses all spells due to his constant research since the Netherese empire's fall. Because of this, those listed above are a small fraction of his actual magical arsenal. Furthermore, his optional equipment includes all items stated to potentially be within his horde; any non-artifact from the basic game rules is listed in his optional equipment.

Notable Matchups

Victories:

Losses:

Inconclusive:

Discussions

Discussion threads involving Larloch
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