Dwarven Vengance Monsters

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Legend
Stygilor

Stygilor (Tumor Fiend)
Damage Reduction 5/Piercing (Ex): A stygilor ignores the first 5 points of damage dealt by any nonpiercing weapon.
Disease Sense (Ex): A stygilor can sense whether a creature is infected with a disease merely by being within 10 feet of it. It cannot sense nannite infection (see the “Etoile” entry for details).
Frightful Presence (Ex): A stygilor can use the Frightful Presence feat once per round as a free action. All creatures within 10 feet that can see the stygilor and have fewer levels or Hit Dice than the stygilor must succeed at a Will save (DC 10 + 1/2 the stygilor’s Hit Dice + its Charisma modifier) or take a –2 penalty on attack rolls, saving throws, and skill checks for 1d6+2 rounds. A successful save grants immunity to the stygilor’s frightful presence for 24 hours. Creatures with an Intelligence of 3 or lower are unaffected. This is a mind-affecting ability.
Immune to Disease (Ex): A stygilor is immune to diseases of all sorts.
Invisibility (Sp): A stygilor can use invisibility at will (caster level 6th) as an attack action. It often uses this ability to move through hospital wards unseen.
Telepathy (Su): A stygilor can communicate telepathically with any creature within 100 feet that has a language.
Wounding Gaze (Su): As a free action, a stygilor can fix its gaze upon a single creature within 30 feet. The target must succeed at a Will save (DC 10 + 1/2 the stygilor’s Hit Dice + its Charisma modifier) or take 1d4+2 points of damage, as though struck by one of the stygilor’s horrible claws. The target need not be looking at the stygilor, and wounds inflicted by this attack leave nasty scars once healed. This is a mind-affecting ability. The save DC is Charisma-based.

Stygilor (tumor fiend): CR 4; Medium-size outsider; HD 6d8+18; hp 45; Mas 18; Init –1; Spd 20<40> ft.; Defense 22<23> (–1 size, +4 armor, +9 natural), touch 9, flat-footed 22; BAB +6; Grap +8; Atk +8<9> melee (1d4+2, claw); Full Atk +8<9> melee (1d4+2, 2<3> claws) and +3 melee (1d6+1, bite) or +5 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Damage reduction 5/piercing, darkvision 60 ft., disease sense, frightful presence (DC 15), immune to disease, invisibility, telepathy, wounding gaze (DC 17); AL chaos, evil; SV Fort +7, Ref +4, Will +5; AP 0; Rep +0; Str 15, Dex 8, Con 15, Int 12, Wis 10, Cha 15.
Skills: Bluff +11, Intimidate +11, Knowledge (any one) +10, Listen +9, Read/Write Abyssal, Read/Write Language (any one), Sense Motive +9, Speak Abyssal, Speak Language (any one), Spot +9.
Feats: Frightful Presence, Improved toughness, ability focus.
 

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Voadam

Legend
Inthass

Inthass CR 7
Medium human druid 7
hp 35<42>
AC 15 (+1 size, +2 Dex, +1 dodge, +1 natural), touch 14, flat-footed 12
BAB+5, 2 talons +6 (d4) bite +1 (d4)
str 8 <10>dex 13<15>, con 10<12>, int 14, wis 16, cha 12, HUMAN <EAGLE>
F +5<6> R +3<4> W +8
Feats dodge, natural spell, X, X
spells 6,5,4,3,1
0 cure minor wounds x6
1 cure light wounds x5
2 summon swarm, chill metal, warp wood, barkskin
3 call lightning, contagion, cure moderate wounds (2d8+7)
4 rusting grasp
 

Voadam

Legend
Faust

Faust
Faust Medium Humanoid (Goblinoid) Hit Dice: 10d8+20 (65 hp) Initiative: +6 (Dex) Speed: 40 ft. (8 squares) AC: 22 (+6 Dex, +6 natural), touch 16, flatfooted 16 Base Attack/Grapple: +7/+10 Attack: Claw +13 melee (1d8+3) Full Attack: 2 claws +13 melee (1d8+3) and bite +11 melee (2d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Sneak attack +4d6 Special Qualities: Darkvision 60 ft., scent Saves: Fort +5, Ref +13, Will +5 Abilities: Str 16, Dex 23, Con 14, Int 10, Wis 14, Cha 8 Skills: Climb +7, Hide +11, Listen +12, Move Silently +11, Spot +8, Survival +6 Feats: Alertness, Multiattack, Track, Weapon Finesse Environment: Temperate forests Organization: Solitary or pair Challenge Rating: 5 Treasure: Standard Alignment: Usually neutral evil Advancement: By character class Level Adjustment: +1 The faust, or grey stalkers, as they are often called, are silent, solitary hunters. A faust typically follows its prey carefully for a while from a distance, studying it, and waiting
for the right moment to attack. A faust may follow a group for a long time, waiting for stragglers to break off, for them to be weakened by combat or fatigue, or for them to go to sleep for the night. Fausts typically either hunt alone or with their mates. The faust can be found in any temperate region, but they prefer to hunt in ruins or forests, where there are plenty of places to hide. They prefer to track and eat other intelligent creatures as a matter of taste and honor. Fausts speak a dialect of Goblin and very rarely know the Common tongue. A mated pair may have a lair where one or more young may be found. If the young are threatened, a faust forgets its otherwise careful nature and defends them at all costs. Combat A faust rarely attacks outright a full party of adventurers unless it can see that they are particularly weak. Normally upon encountering adventurers, the faust follows them at a distance until one of the members goes off by him or herself or stands guard over sleeping companions. At this point, it attempts to sneak up and attack, hopefully gaining a surprise attack. If a faust comes across a guarded camp that it wants to attack, it tries to draw the guard out of the camp to ambush him alone. If this is not possible, it enters the camp by stealth and extinguishes the camp’s light source. It then grapples the smallest sleeping person in the camp and carries him off to a secure area to be dealt with. This might be preceded by distracting the guard by creating small noises in the opposite direction (tossing pebbles or a minor figment if a spellcaster). Sneak Attack (Ex): A faust can make a sneak attack like a rogue, dealing an extra 4d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the faust is flanking. Skills: A faust has a +4 racial bonus on Listen checks due to its prominent ears. Faust Society Faust society is limited. Faust are very territorial, and are extremely sensitive to other faust encroaching on their hunting land. There are special sacred areas designated as gathering places, however, that are not controlled by a particular individual, but belong to the tribe as a whole. These areas are used for bragging (a faust’s favorite social event), trading, finding a mate, and for religious rites. Religious rites are held each new moon, and involve a sacrifice to the god of darkness. Other events are held on an ongoing, informal basis.

Faust
This race of dark-skinned, gaunt humanoids predominately dwells in the forests of central and northern Wildwood, while a small percentage makes its abode within Penance proper and to a lesser degree, its sprawling Wrack. They stand roughly 4 ½ feet tall and weigh a meager 70 pounds, causing many foes to wrongly underestimate their surprising strength and agility. Some even mistake them for wights or other forms of undead based upon their feral appearance and the protrusion of bone through their tightly wrapped, leathery flesh. Although they are undoubtedly bipeds, their anatomy is more bestial than humanoid. Their fingers and toes are tipped by dagger-like claws, and their mouths are filled with jagged teeth highlighted by a pair of interlocking fangs where their molars should be. Their facial features are seemingly carved from a block of stone with prominent ridges and deep fissures. Strangely, their cartilaginous ears always remain in an upright position. Most humanoid races do not hold fausts in high regard, viewing them as conniving and evil. However, they are well-suited for a variety of nefarious tasks, making them a desirable commodity for those in need of such services. Extreme caution is strongly advised to anyone considering entering into such a business arrangement with this sly and crafty race of beings.Outlook: Despite the commonly held perceptions of the faust as a wicked, untrustworthy race, they generally view themselves as opportunistic entrepreneurs simply performing the bidding of others for a handsome fee. In fact, they actually prefer the company of outsiders to their own kin, a surprising trait undoubtedly born from their fiercely territorial nature. Despite their ability to coexist with other sentient beings, their reputation for treachery is often well deserved. They are exceptionally exacting in their interpretation of their employer’s instructions and frequently construe even the slightest faux pas as a terrible insult. Anyone inciting the ire of a faust is virtually guaranteed to meet a swift end courtesy of a precisely placed blade to the heart.Names: Faust speak an archaic form of Goblin emphasizing the guttural and gloomy sounds common to this ancient tongue. As a result of their linguistic heritage, many faust names are practically identical to those shared by their goblin counterparts. Like most humanoids, they typically have a first name and a surname with the latter moniker also serving the purpose of distinguishing the individual’s clan affiliation. Male Names: Chukuz, Galak, Thorsh, YornFemale Names: Doriem, Florn, Sorada, VelmedaClan Names: Mabon, Nathrash Racial Traits:• Faust gain a +4 to Dexterity and a +2 to Strength.• They are considered Medium creatures; therefore their size does not affect their AC or attack rolls. They have a base speed of 40 ft.• Faust are humanoids (goblinoids).• Darkvision 60 ft.• +4 natural armor bonus• +4 racial bonus to Hide, Listen and Move Silently checks.• The faust’s two claws deal 1d8 points of damage, while its bite inflicts 2d4 points of damage. These attacks are treated as natural weapons. The claws are considered its primary weapon while its bite is its secondary weapon.• Faust reach middle age at 50, old age at 75 and venerable at 100.• Automatic Languages: Goblin; Bonus Languages: select from Canine, Common, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Green and Sylvan.• Level Adjustment +2
 

Voadam

Legend
Wererat exemplar

Wererat Exemplar, Rogue 2/Shifter 5
CR 9; Medium Humanoid (human, shapechanger); HD
2d6+5d8+14+1d8+2; hp 50; Init +10 (+6 Dex, +4 Improved
Initiative); Spd 30 ft.; AC 23 (+6 Dex, +3 natural, +4 +1
studded leather), touch 16, flat-footed 17; Base Atk +4;
Grapple +4; Atk +1 rapier +11 melee (1d6+1), or Bite +11
melee (1d8+1), or light crossbow +10 ranged (1d8); Full
Atk +1 rapier +11 melee (1d6+1) and Bite +6 melee (1d8);
SA Curse of Lycanthropy, Disease (DC 12), sneak attack
+1d6; SQ Alternate Form, Damage Reduction 10/Silver,
Evasion, Rat Empathy, Scent; AL LE; SV Fort +7, Ref +15,
Will +6; Str 11, Dex 22, Con 14, Int 14, Wis 12, Cha 15.
Skills: Balance +8, Bluff +12, Climb +14, Control Shape
+9, Diplomacy +11, Gather Information +7, Hide +11,
Intimidate +12, Jump +8, Knowledge (local) +12, Listen
+13, Move Silently +9, Search +8, Sense Motive +6, Spot
+13, Tumble +13.
Feats: Alertness, Alternate Form (Rat),
Combat Expertise, Fast Healing, Improved Disarm,
Improved Initiative, Improved Lycanthropic Empathy,
Iron Will, Lycanthropic Healing, Sense the True Shape,
Swift Change, Weapon Finesse.
Equipment: +1 rapier, +1 studded leather, light
crossbow, incidental items.
 

Voadam

Legend
Wererat Shifter

Swarm Master: Werrat shifter
Wererat Shifter, Shifter 2
CR 9; Medium Humanoid (goblin, shapechanger); HD
2d8+4+1d8+2<+10d8+40 +12>; hp 20<127>; Init +10; Spd 15/40 ft.; AC 30 (+1 size +10<12><15> Dex,
+6<+9> natural), touch 26, flat-footed 16; Base Atk +9; Grapple +12<+2>; Atk
masterwork rapier +7 melee (1d6), or bite +20<24> melee (1d6+3)(d3+1),
or light crossbow +5 ranged (1d8); Full Atk masterwork
rapier +7 melee (1d6) and bite +0 melee (1d6); SA 4d6 sneak attack, Curse
of Lycanthropy, Disease (DC 21); SQ Alternate Form,
Damage Reduction 10/Silver, Rat Empathy, Scent; AL
LE; SV Fort +6, Ref +9, Will +4; Str 10<16>, Dex 19<31><37>, Con 14<18><20>, Int
10, Wis 10<14>, Cha 12<10>.
Skills: Bluff +5, Climb +15, Control Shape +8, Disguise
+9, Hide +15, Listen +6, Move Silently +15, Spot +4 . Feats:
Alertness, Dodge, Iron Will, Weapon Finesse, Alternate Form (rat), Improved
Lycanthropic Empathy, Swarm Master Track, +1
Equipment: Dagger, masterwork rapier, masterwork
studded leather armor, light crossbow, incidental items.

RAT SWARM
Tiny Animal (Swarm)
Hit Dice: 4d8 (13 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +3/—
Attack: Swarm (1d6 plus disease)
Full Attack: Swarm (1d6 plus disease)
Space/Reach: 10 ft./0 ft.
Special Attacks: Disease, distraction
Special Qualities: Half damage from slashing and piercing, low-light vision, scent, swarm traits
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: Balance +10, Climb +10, Hide +14, Listen +6, Spot +7, Swim +10
Feats: Alertness, Weapon Finesse
Environment: Any
Organization: Solitary, pack (2–4 swarms), or infestation (7–12 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —
Combat
A rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Disease (Ex): Filth fever—swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Skills: A rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

ALTERNATE FORM — RAT [Special]
A wererat’s dire rat form can be useful for skulking, but
it has its limitations — in many places, a two-foot rat is
just as conspicuous as the hybrid form. Skilled shifters
can learn to assume the form of a normal, tiny rat.
Prerequisites: Wererat, Control Shape 5 ranks.
Benefits: The wererat can assume the form of a
normal rat. This form is identical to his normal dire rat
form, except as detailed below.
The rat for is Tiny (+1 AC, +1 to attacks, +4 to Hide
checks compared to a Small dire rat). The wererat loses
her natural armor bonus to AC, takes a -4 penalty to
Strength (minimum 1), and gains a +4 bonus to Dexterity.
Her base speed is 15 ft., and her movement rates are
climb 15 ft. and swim 15 ft. Her bite deals 1d3 damage.
Due to the small size of the wererat, she cannot transmit
the curse of lycanthropy while in this form.
 

Voadam

Legend
Zharunkumar

Rakshasa

Rakshasa: CR 10; LA +7; Medium outsider (native); HD 7d8+21 +7d4+21; hp 90<118>; Init +2; Spd 40 ft.;
AC 31 (+2 Dex, +9 natural, +2 deflection, +4 armor, +4 shield), touch 15, flat-footed 29;
Base Atk +10; Grp +11; Atk Claw +11 melee (1d4+1); Full Atk 2 claws +11 melee
(1d4+1) and bite +6 melee (1d6); Space/Reach 5 ft./5 ft.;
SA detect thoughts, spells;
SQ change shape, DR 15/good and piercing, darkvision 60 ft., SR 27; AL (Always) LE;
SV Fort +10<+12>, Ref +9, Will +11; Str 12, Dex 14, Con
16, Int 13, Wis 13, Cha 19.
Languages: Common, Infernal, draconic, dwarvish, and Undercommon
Skills and Feats: Bluff +17, Concentration +13, Diplomacy +7, Disguise +17 (+19 acting), Intimidate +5,
Listen +13, Move Silently +13, Perform (oratory) +13, Sense Motive +11, Spellcraft +11, Spot +11; Alertness,
Combat Casting, Dodge, still spell. (A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.)
Typical Sorcerer Spells Known (6/7/7/7/7/6/5/3; save DC 14 + spell level):
0 ”detect magic, light, mage hand, message, read magic, resistance, touch of fatigue;
1st charm person, mage armor, magic missile, shield, disguise self
2nd bears endurance, see invisibility, Tasha's hideous laughter; X, X
3rd haste, improved arcane lock, protection from elements, lightning bolt X.
4 charm monster, confusion, fire shield, scrying
5 telekinesis, wall of force, teleport,
6 cube hop, electrical deluge
7 mordenkainen's sword
This rakshasa casts spells as a 14th level sorcerer.
Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but it reverts to its natural form when killed. A true seeing spell reveals its natural form.
Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Description/Combat: A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human. A rakshasa is about the same height and weight as a human.
In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite.
Whenever possible, it uses its other abilities to make such encounters unnecessary.
Environment: Warm marshes
Organization: Solitary
Treasure: Standard coins; double goods; standard items
Advancement: By character class
Ring of protection +2 Staff of fire 22 charges

Electrical Deluge
Evocation [Electricity]
Level: Sor/Wiz 6
Components: V, S,M
Casting Time: One action
Range: Medium (100 feet + 10 feet/level)
Area: A spread centered on you, 5 feet high and 200 feet across
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
As lightning bolt except lightning arcs from you in all directions
in a single plane out to 100 feet, 5 feet high. The effect
inflicts 1d6 points of damage per level of the caster (maximum
15d6) to all within the area except you.
 

Voadam

Legend
Steel Predators

Steel predators
Large outsiders
HD 12d8+48 hp 96<120>, 104 <128>
Move 50 ft, init +9
AC 30<31> (-1 size, +5 dex, +16 natural, +1 haste) 14<15>, 25
F +12<14>, R +13<14>, W +11
attack bite +19<20> melee 2d6+7 magic improved grab
full attack 2 bites +19<+20> melee 2d6+7, 2 claws +17<+18> 2d4+3, rake 2 claws +17<+18> d6+3 magic
SA pounce, improved grab bite (+26 grapple), roar 30 foot cone fort DC 20 every d4 rounds
SQ blindsight, deaf, immune to electricity and sonic and petrification, magic sense, cold and fire resistance 20, DR 15 silver and magic, scent.
 

Voadam

Legend
Gray Dragon

Mature Adult Gray Dragon: CR 17; Huge dragon
(air); HD 24d12+120; hp 276; Init +4; Spd 40 ft.,
fly 150 ft. (poor); AC 30, touch 8, flat-footed 30;
Base Atk +24; Grp +41; Full Atk +31 melee
(2d8+9, bite), +26 melee (2d6+4, 2 claws), +26
melee (1d8+4, 2 wings), +26 melee (2d6+4, tail
slap); Space/Reach 15 ft./10 ft. (bite 15 ft.); SA
breath weapon, crush, frightful presence, spell-like
abilities, spells; SQ damage reduction 10/magic,
darkvision 120 ft., blindsense 120 ft., immunity to
sonic, sleep, and paralysis, low-light vision, spell
resistance 23; AL N; SV Fort +19, Ref +14, Will
+17; Str 28, Dex 10, Con 21, Int 20, Wis 17, Cha
22.
Skills and Feats: Bluff +20, Concentration +31,
Diplomacy +29, Escape Artist +15, Intimidate +29,
Listen +32, Knowledge (architecture) +25, Move
Silently +27, Perform Oratory +21, Perform (sing)
+15, Search +32, Sense Motive +26, Spellcraft
+20, Spot +32, Use Magic Device +16; Alertness,
Blind-Fight, Enlarge Spell, Flyby Attack, Improved
Initiative, Persuasive, Power Attack, Cleave,
Wingover.
Breath Weapon (Su): 50-ft. Cone, damage 14d6
sonic, Reflex DC 27 half.
Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller
opponents take 2d8+13 points of bludgeoning
damage, and must succeed on a DC 27 Reflex save
or be pinned; grapple bonus +41.
Frightful Presence (Ex): 210-ft. radius, HD 23 or
less, Will DC 28 negates.
Sound Imitation (Ex): Can mimic any voice or
sound it has heard, anytime it likes. Listeners must
succeed on DC 28 Will saves to detect the ruse.
Spells: As 7th-level sorcerer.
Sorcerer Spells Known (6/7/7/5; save DC
16 + spell level): 0—detect magic, detect poison,
light, mage hand, mending, prestidigitation, read
magic; 1st—alarm, charm person, comprehend
languages, magic missile, mage armor; 2nd
—detect thoughts, glitterdust, invisibility; 3rd—
dispel magic, fireball.
Spell-Like Abilities: At will—ghost sound (DC
16). 2/day—shatter (DC 18), shout (DC 20). Caster
level 7th. The save DCs are Charisma-based.
 

Voadam

Legend
Nulion Azrimindar

Nulion Azrimindar

MINDEATER
Medium Aberration
Hit Dice: 8d8+8 (44 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 18 (+2 Dexterity, +6 natural), touch 12,
flat-footed 16
Base Attack/Grapple: +6/+8
Attack: Tentacle +8 melee (1d4-1, nonlethal)
Full Attack: 4 tentacle +8 melee (1d4-1, nonlethal))
Space/Reach: 5 ft./5 ft. (10 ft. with tentacles)
Special Attacks: Devour mind, improved grab, mental
blast, whip-like tentacles
Special Qualities: Mindcraft, resist fatigue 8, protection
form good vulnerability
Saves: Fort +3, Ref +4, Will +9
Abilities: Str 9, Dex 15, Con 13, Int 18, Wis 16, Cha 18
Skills: Disciplined Body +9/+4, Disguise +12, Keen
Mind +12/+7, Listen +7, Mindcraft +12, Second Sight
+11/+6, Spot +7
Feats: Lock Power, Mental AwarenessB, Probe, Psychoanalyst,
Weapon Finesse (tentacle)B
Environment: Any civilized or underground
Organization: Solitary or Gang (2-6 mind eaters with
two 1st level servants per mind eater)
Challenge Rating: 9
Treasure: 1/2 coins, double items
Alignment: Always Lawful Evil
Advancement: 9-12 HD (medium) or by character
class
A mind eater is an alien creature that lives on
the minds and intellect of other sentient beings. In
its natural form, a mind eater is a spindly humanoid
with all-but-useless arms and two thin legs. Its brain
is exposed and covered in transparent slime, and it
has two large multifaceted eyes just above its threejawed
mouth–from which can sprout four long but
surprisingly strong tentacles.
Mind eaters neither speak nor comprehend any
spoken language, communicating through telepathy
or their own alien writings.
Combat
Mind Eaters prefer to attack via minions or duplicity,
separating one victim at a time and using minions or
mindcraft to keep their victim’s companions offbalance.
Mental Blast (Ex): Mind eaters are naturally
very proficient with this mental attack form. They
gain a +5 bonus to their Second Sight roll to set the
Will Save DC, and they only suffer 5 points of fatigue
per use. Should a Mind Eater use this power on an
already stunned creature, they inflict 1d12 points of
Wisdom damage.
Whiplike Tentacles (Ex): A mind eater’s tentacles
are effectively whips. They deal no damage to a
creature with at least a +1 armor bonus or a +3 natural
armor bonus, but can be used to make trip attacks at a
distance and receive a +2 bonus when being used to
disarm an opponent.
Improved Grab (Ex): To use this ability, the
mind eater must hit a creature with two tentacles during
the same full attack. If it gets a hold, it automatically
deals tentacle damage and grapples with the target.
With a successful grapple check, a Mind Eater
can pull its target 5 feet closer to itself.
Devour Mind (Su): If a mind eater grapples an
opponent with all four tentacles and successfully
brings the creature adjacent with its main body, it can
attempt to devour the victim’s mind. Doing so drains
1d6 points of intelligence from the victim per round,
giving the mind eater access to the victim’s memories,
thoughts, and knowledge in the form of a +1 bonus
per two points of intelligence drained to any skill
check that could be aided by the victim, including
Disguise checks to imitate the victim or any intelligence-
based skill the victim possessed.
Mindcraft: Telekinesis: Mental Force, Levitate,
Hurl Object, Telekinetic Shield. Telepathy: Mindspeak,
Alter Thoughts, Dominate, Thrall, Conceal
Thoughts, Fartouch x2, Modify Memory, Compulsion.
Metabolism: Control Form, Ectoplasmic Form,
Healing, Subsume Mineral. Communion: Share
Senses, Malevolence.
Protection from Evil Vulnerability (Ex): A mind
eater is treated as a summoned creature for purposes
of a protection from evil spell.
 

Voadam

Legend
Tangus Khan

Tangus Khan, Brutal Killer Assassin for the Brotherhood of
Slaughter: Male Orc Bbn 6/Brutal Killer 9; CR 15, HD 6d12
+ 9d12 +60; hp 165; Init +3; Spd 30 ft; AC 21 (touch 17, flat-footed
18); Atk +15/+15+10/+5 melee (1d10+4/17-20 finger of Shiva); SA
Barbarian rage (2/day), Fight to the last (-17), Spell Breach,
Frenzy of Destruction, Improved Frenzied Assault, Vampiric
Regeneration, Damage Reduction 4/-; SQ Spell Resistance (19),
Uncanny Dodge (can't be flanked); AL CE; SV Fort +21, Ref +9,
Will +9; Str 20, Dex 16, Con 18, Int 11, Wis 14, Cha 16;
Height/Weight 6'5", 280 lbs.
Skills and feats of note: Intimidate +14. Jump +10, Spot +12;
Cleave, Great Cleave, Improved Bull Rush, heroic surge, Power Attack, Sunder.
Frenzied Assault (Ex): During his frenzied assault, Tangus has
the following statistics instead of the ones listed above: hp 210 + 85,
AC 19 (touch 15, flat-footed 16); Atk +27/+27/+22/+17 melee (2d6+
16/17-20, finger of Shiva); SV Fort +29, Will +13; Str 26, Con 24,
SQ Damage reduction 3/-, +9 to save against charms, enchantments,
and any spells or psionics that affect emotions. The rage
lasts 30 rounds, and can be used twice per day.
Posessesions: +4 chainmail;
boots of the winterlands, girdle of giant strength (+4), amulet of
natural armor +4, ring of locate person, ring of electricity resistance 10, Finger of Shiva (+4 keen, wounding greatsword).

Ring of Locate Person
When this ring is rubbed or brushed against an object, personal
item, or body of a target, it will thereafter pulse whenever
the wearer is moving in the direction of the person or
creature the ring is locked onto. If the wearer is not moving,
the ring exerts a gentle "pull" in the direction of the target.
The pull is enough to be aware of, but not enough to
affect skill or combat rolls.
Treat the ring's knowledge of the target's direction as a
Track skill with 20 ranks. It is modified by the following:
Action Modifier
Synched with an object target handled -4
Synched with a personal object -2
... by being rubbed against a family member -2
... by being rubbed against target +0
... hair or fingernail shavings of target +2
... with a drop of blood +4
Caster Level: 12th; Prerequisites: Craft Ring, 10 ranks in
Wilderness Lore, Track, locate person and it must be carried
in the boot of a ranger as he successfully tracks and
slays a favored enemy; Market Price: 1,500 gp; Weight: 1
lb.
 

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