Mark Chance
Boingy! Boingy!
Crubre the Last Seen
[sblock=Crubre the Last Seen; CR 12
Babau assassin 3/blackguard 3]
CE Medium outsider (chaotic, extraplanar, evil)
Init +3; Senses darkvision 60 ft., Listen +21, Spot +6
Languages Common, Abyssal, Celestial, Draconic
-----
AC 21 (+3 Dex, +8 natural), touch 13, flat-footed 21; protective slime, uncanny dodge
hp 135 (13 HD); DR 10/cold iron or good
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 14
Fort +18, Ref +15, Will +13
-----
Speed 30 ft. (6 squares)
Melee 2 claws +16 (1d6+4) and bite +14 (1d6+2)
Ranged +1 returning throwing axe +16/+11 (1d6+4, 10 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +12; Grp +16
Atk Options aura of despair, Cleave, command undead 6/day, death attack (Fort 16), Improved Sunder, Power Attack, Quick Draw, smite good 1/day, sneak attack +4d6, summon demon
Babau Spell-Like Abilities (CL 7th):
At will - darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only)
Blackguard Spell-Like Abilities (CL 3rd):
At will - detect good
Assassin Spells Known (CL 3rd):
1st (2/day) - disguise self, ghost sound, true strike
Blackguard Spells Prepared (CL 3rd):
2nd - death knell (Will 15)
1st - cure light wounds (x2)
-----
Abilities Str 18, Dex 16, Con 22, Int 17, Wis 17, Cha 16
SQ aura of evil, dark blessing, telepathy 100 ft.
Skills Bluff +11, Climb +14, Concentration +9, Diplomacy +5, Disguise +16 (+18 when acting in character), Escape Artist +13, Hide +27, Intimidate +11, Knowledge (religion) +11, Listen +21, Move Silently +24, Open Lock +16, Search +21, Sleight of Hand +18, Spot +6, Use Rope +3 (+5 when binding)
Feats Cleave, Improved Sunder, Multiattack, Power Attack, Quick Draw
Possessions two +1 returning throwing axes
-----
Aura of Despair (Su): The blackguard radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.
Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his blackguard level.
Command Undead (Su): He commands undead as 1st-level cleric. He gets a +2 bonus on turning checks due to Knowledge (religion).
Dark Blessing (Su): He applies his Charisma modifier (if positive) as a bonus on all saving throws.
Detect Good (Sp): A blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
Protective Slime (Su): A slimy red jelly coats the babau’s skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt a DC 19 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 19 Reflex save. The save DCs are Constitution-based.
Smite Good (Su): May attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 3 extra points of damage. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
Summon Demon (Sp): Once per day a babau can attempt to summon 1 babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.
Skills: Babaus have a +8 racial bonus on Hide, Listen, Move Silently, and Search checks.[/sblock]
[sblock=Crubre the Last Seen; CR 12
Babau assassin 3/blackguard 3]
CE Medium outsider (chaotic, extraplanar, evil)
Init +3; Senses darkvision 60 ft., Listen +21, Spot +6
Languages Common, Abyssal, Celestial, Draconic
-----
AC 21 (+3 Dex, +8 natural), touch 13, flat-footed 21; protective slime, uncanny dodge
hp 135 (13 HD); DR 10/cold iron or good
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 14
Fort +18, Ref +15, Will +13
-----
Speed 30 ft. (6 squares)
Melee 2 claws +16 (1d6+4) and bite +14 (1d6+2)
Ranged +1 returning throwing axe +16/+11 (1d6+4, 10 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +12; Grp +16
Atk Options aura of despair, Cleave, command undead 6/day, death attack (Fort 16), Improved Sunder, Power Attack, Quick Draw, smite good 1/day, sneak attack +4d6, summon demon
Babau Spell-Like Abilities (CL 7th):
At will - darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only)
Blackguard Spell-Like Abilities (CL 3rd):
At will - detect good
Assassin Spells Known (CL 3rd):
1st (2/day) - disguise self, ghost sound, true strike
Blackguard Spells Prepared (CL 3rd):
2nd - death knell (Will 15)
1st - cure light wounds (x2)
-----
Abilities Str 18, Dex 16, Con 22, Int 17, Wis 17, Cha 16
SQ aura of evil, dark blessing, telepathy 100 ft.
Skills Bluff +11, Climb +14, Concentration +9, Diplomacy +5, Disguise +16 (+18 when acting in character), Escape Artist +13, Hide +27, Intimidate +11, Knowledge (religion) +11, Listen +21, Move Silently +24, Open Lock +16, Search +21, Sleight of Hand +18, Spot +6, Use Rope +3 (+5 when binding)
Feats Cleave, Improved Sunder, Multiattack, Power Attack, Quick Draw
Possessions two +1 returning throwing axes
-----
Aura of Despair (Su): The blackguard radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.
Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his blackguard level.
Command Undead (Su): He commands undead as 1st-level cleric. He gets a +2 bonus on turning checks due to Knowledge (religion).
Dark Blessing (Su): He applies his Charisma modifier (if positive) as a bonus on all saving throws.
Detect Good (Sp): A blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
Protective Slime (Su): A slimy red jelly coats the babau’s skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt a DC 19 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 19 Reflex save. The save DCs are Constitution-based.
Smite Good (Su): May attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 3 extra points of damage. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
Summon Demon (Sp): Once per day a babau can attempt to summon 1 babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.
Skills: Babaus have a +8 racial bonus on Hide, Listen, Move Silently, and Search checks.[/sblock]
Last edited: