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Eadric et. al. (The Paladin and his Friends).
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<blockquote data-quote="Sepulchrave II" data-source="post: 878188" data-attributes="member: 4303"><p><strong>Some Bad Guys</strong></p><p></p><p>More bad guys pending...</p><p></p><p></p><p><strong>Shupthûl</strong></p><p></p><p>Male Shadow Half-Fiend / Half-Sidhe Fighter 10; CR 22; Medium-Size Outsider (Fey); HD 6d6+24 plus 10d10 + 40; hp 140; Init +11; Speed 60 ft.; AC 30 (touch 14, flatfooted 26); Attack: +22/+17/+12 melee (1d8+6, <em>+2 keen adamantine thinblade</em>) or +26/+21/+16 missile (1d8+9 plus 1d6 fire plus poison, <em>+5 (+4 mighty) flaming burst composite longbow</em> and MW arrow); Face/Reach 5 ft. x 5 ft./5 ft.; SA Spell-like abilities, spells, poison, hypnotism; SQ Darkvision 60 ft., DR 5/+1, evasion, fast healing 2, immunities, low-light vision, plane shift, resistances, see invisibility, shadow blend, SR 18; AL CE; SV Fort +16, Ref +17, Will +14; Str 19, Dex 25, Con 19, Int 18, Wis 14, Cha 24.</p><p></p><p><strong>Skills and Feats:</strong> Animal Empathy +18, Bluff +18, Hide +21, Knowledge (local) +17, Knowledge (nature) +17, Knowledge (planes) +17, Listen +20, Move Silently +16, Perform +21, Ride +23, Spot +15; Dodge, Exotic Weapon Proficiency (Thinblade), Far Shot, Improved Critical (Composite Longbow), Improved Initiative, Iron Will, Manyshot, Mobility, Mounted Archery, Mounted Combat, Point-Blank Shot, Precise Shot, Rapid Shot, Ride-by Attack, Weapon Finesse (Thinblade). </p><p></p><p><strong>Spells</strong>: Shupthul casts arcane spells as a 6th level bard (3/5/3 spells per day; save DC 17 + spell level). Spells Known: 0 level – <em>daze, detect magic, ghost sound, mending, prestidigitation, read magic</em>; 1st level – <em>expeditious retreat, message, unseen servant, ventriloquism</em>; 2nd level – <em>enthrall, detect thoughts, whispering wind</em>.</p><p></p><p><strong>Ignore Spell Failure (Ex)</strong>: Shupthul may ignore a portion of the arcane spell failure associated with using armour. He subtracts 20% from his total spell failure chance.</p><p></p><p><strong>Shadow Blend (Su)</strong>: In any conditions other than full daylight, Shupthul can disappear into the shadows giving him nine-tenths concealment. A <em>daylight</em> spell negates this.</p><p></p><p><strong>Spell-like abilities:</strong> At will- <em>blur, change self, charm person, clairaudience/clairvoyance, invisibility, speak with animals</em>; 1/day- <em>bestow curse, suggestion</em>. These abilities are as the spells cast by a 9th level sorcerer. Shupthul has the bardic music ability as a 6th level bard. Shupthul also uses these abilities as a 16th level sorcerer: 3/day - <em>darkness, poison, unholy aura</em>; 1/day – <em>cause fear, desecrate, mirror image, unholy blight, contagion, blasphemy, unhallow, horrid wilting</em>. All Save DCs against spell-like abilities are 17+ spell level, where appropriate.</p><p></p><p><strong>Fast Healing (Ex)</strong>: Shupthul regains lost hit points at the rate of 2 per round. Fast healing does not restore hit points lost from thirst, starvation or suffocation, and it does not allow the sidhe to regrow or reattach lost body parts.</p><p></p><p><strong>Evasion (Ex)</strong>: If exposed to any effect that normally allows a Reflex saving throw for half damage, Shupthul takes no damage on a successful saving throw.</p><p></p><p><strong>Hypnotism (Sp)</strong>: As a free action, once per round, Shupthul may attempt to <em>hypnotize</em> (as the first level sorcerer/wizard spell) a single target within 30 ft. by meeting its gaze. Only humanoids are subject to this effect, but there is no limit on the number of hit dice or levels that the target can possess. The save DC is 21. A target which resists the <em>hypnotism</em> effect cannot be affected by Shupthul again for 24 hours.</p><p></p><p><strong>Immunities (Ex)</strong>: Shupthul is immune to all mundane poisons and diseases (but not supernatural poisons and diseases). </p><p></p><p><strong>Plane Shift (Sp)</strong>: Shupthul can move between the Demiplane of Afqithan and the Plane of Shadow as a move-equivalent action. The ability transports Shupthul and up to six other willing creatures. Shupthul’s <em>plane shift</em> ability always transports the user to a point exactly coterminous with its current position. It is otherwise similar to the spell of the same name.</p><p></p><p><strong>Poison (Ex)</strong>: Shupthul routinely uses arrows envenomed with wyvern poison (Save DC 17; initial and secondary damage both 2d6 Con). </p><p></p><p><strong>Resistances (Ex)</strong>: Shupthul has acid, electricity, fire and cold resistance 20.</p><p></p><p><strong>See Invisibility (Su)</strong>: Invisible creatures are always visible to Shupthul, as if he were constantly under a <em>see invisibility</em> effect.</p><p></p><p></p><p>Possessions: <em>+5 mithral breastplate, +4 mithral buckler, +2 keen adamantine thinblade, +5 </em>(+4 mighty) <em>flaming burst composite longbow, potion of haste</em>. </p><p></p><p></p><p></p><p><strong>King Irknaan</strong></p><p></p><p>Male Shadow Half-Fiend / Half Sidhe Sorcerer 16; CR 28; Medium-Size Outsider (Fey); HD 6d6+24 plus 16d4+64; hp 149; Init +10; Speed 60 ft.; AC 23 (touch 16, flatfooted 17); Attack: +20/+15/+10 melee (<em>+5 chaotic mortalbane dagger</em>); Dmg: 1d4+9 (<em>+5 chaotic mortalbane dagger</em>). Face/Reach 5 ft. x 5 ft./5 ft.; SA Spell-like abilities, spells, poison, hypnotism; SQ Darkvision 60 ft., DR 5/+1, evasion, fast healing 2, immunities, low-light vision, plane shift, resistances, see invisibility, shadow blend, SR 40; AL CE; SV Fort +13, Ref +18, Will +22; AL CE; Str 19, Dex 23, Con 19, Int 27, Wis 20, Cha 32 (38)</p><p>Languages: Sylvan, Draconic, Abyssal, Auran, Infernal, Ignan.</p><p></p><p><strong>Skills:</strong> Alchemy +18, Animal Empathy +24, Bluff +38, Concentration +24, Handle Animal +24, Hide +16, Knowledge (arcana) +28, Knowledge (local) +28, Knowledge (the planes) +28, Listen +17, Move Silently +16, Perform +38, Ride +16, Search +18, Scry +28, Sense Motive +21, Spellcraft +28, Spot +17</p><p></p><p><strong>Feats:</strong> Corrupt Spell, Dark Speech, Expertise, Improved Initiative, Iron Will, Violate Spell, Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Epic Spell Focus (Enchantment), Brew Potion, Craft Wondrous Item, Spell Penetration, Greater Spell Penetration, Empower Spell, Widen Spell.</p><p></p><p><strong>Spells</strong>: Irknaan casts arcane spells as a 16th level sorcerer (6/10/10/9/9/9/9/7/5 spells per day; save DC 24+ spell level or 30+ spell level for enchantments). Spells Known: 0 Level – <em>resistance, prestidigitation, detect poison, ray of frost, ghost sound, mage hand, arcane mark, detect magic, read magic </em>; 1st level – <em>magic missile, identify, protection from good, know protections, ray of enfeeblement; 2nd level – <em>cat’s grace, detect thoughts, blur, blindness/deafness, shadow mask</em>; 3rd level – <em>fly, haste, dispel magic, nondetection</em>; 4th level – <em>sonic orb, polymorph self, enervation, dimension door</em>; 5th level – <em>sending, hold monster, dismissal, feeblemind</em>; 6th level – <em>planar binding, geas/quest, mass suggestion</em>; 7th level – <em>greater scrying, limited wish</em>; 8th level – <em>flensing</em></em></p><p><em></em></p><p><em>Irknaan also casts spells as a 6th level bard (3/7/6 spells per day; save DC 24 + spell level or 30+ spell level for enchantments). Spells Known: 0 level – <em>open/close, prestidigitation, mending, dancing lights, flare, daze</em>; 1st level – <em>expeditious retreat, unseen servant, mage armour, alarm</em>; 2nd level – <em>darkness, silence, undetectable alignment</em>.</em></p><p><em></em></p><p><em><strong>Shadow Blend (Su)</strong>: In any conditions other than full daylight, Irknaan can disappear into the shadows giving him nine-tenths concealment. A <em>daylight</em> spell negates this.</em></p><p><em></em></p><p><em><strong>Spell-like abilities:</strong> At will- <em>blur, change self, charm person, clairaudience/clairvoyance, invisibility, speak with animals</em>; 1/day- <em>bestow curse, suggestion</em>. These abilities are as the spells cast by a 9th level sorcerer. Irknaan has the bardic music ability as a 6th level bard. He also uses these abilities as a 16th level sorcerer: 3/day - <em>darkness, poison, unholy aura</em>; 1/day – <em>cause fear, desecrate, mirror image, unholy blight, contagion, blasphemy, unhallow, horrid wilting, summon monster IX</em> (fiends only) and <em>destruction</em>. All Save DCs against spell-like abilities are 24+ spell level, where appropriate.</em></p><p><em></em></p><p><em><strong>Fast Healing (Ex)</strong>: Irknaan regains lost hit points at the rate of 2 per round. Fast healing does not restore hit points lost from thirst, starvation or suffocation, and it does not allow the sidhe to regrow or reattach lost body parts.</em></p><p><em></em></p><p><em><strong>Evasion (Ex)</strong>: If exposed to any effect that normally allows a Reflex saving throw for half damage, Irknaan takes no damage on a successful saving throw.</em></p><p><em></em></p><p><em><strong>Hypnotism (Sp)</strong>: As a free action, once per round, Irknaan may attempt to <em>hypnotize</em> (as the first level sorcerer/wizard spell) a single target within 30 ft. by meeting its gaze. Only humanoids are subject to this effect, but there is no limit on the number of hit dice or levels that the target can possess. The save DC is 21. A target which resists the <em>hypnotism</em> effect cannot be affected by Irknaan again for 24 hours.</em></p><p><em></em></p><p><em><strong>Immunities (Ex)</strong>: Irknaan is immune to all mundane poisons and diseases (but not supernatural poisons and diseases). </em></p><p><em></em></p><p><em><strong>Plane Shift (Sp)</strong>: Irknaan can move between the Demiplane of Afqithan and the Plane of Shadow as a move-equivalent action. The ability transports Irknaan and up to six other willing creatures. Irknaan’s <em>plane shift</em> ability always transports him to a point exactly coterminous with his current position. It is otherwise similar to the spell of the same name.</em></p><p><em></em></p><p> <em><strong>Resistances (Ex)</strong>: Irknaan has acid, electricity, fire and cold resistance 20.</em></p><p><em></em></p><p><em><strong>See Invisibility (Su)</strong>: Invisible creatures are always visible to Irknaan, as if he were constantly under a <em>see invisibility</em> effect.</em></p><p><em></em></p><p><em>Possessions: <em>+5 chaotic mortalbane dagger, ring of freedom of movement, crystal ball with detect thoughts, bracers of armour +6, mirror of vanity +6, mantle of epic spell resistance.</em> </em></p><p><em></em></p><p><em></em></p><p><em></em></p><p><em></em></p><p><em></em></p><p><em></em></p><p><em></em></p><p><em><strong>Lehurze</strong></em></p><p><em></em></p><p><em>Female Succubus Sorcerer 14; CR 23; Medium-Size Outsider (Demon); HD 6d8+6 plus 14d4+14; hp 82; Init +1; Speed 30 ft., fly 50 ft. (average); AC 20 (touch 11, flatfooted 19); Attack: +16/+11/+6 melee (<em>+2 greater wounding dagger</em>); Dmg: 1d4+3 (<em>+2 greater wounding dagger</em>); SA Spells, spell-like abilities, energy drain, summon tanar’ri; SQ DR 20/+2, SR 12, tanar’ri qualities, alternate form, tongues; SV Fort +10, Ref +10, Will +16; AL CE; Str 13, Dex 13, Con 13, Int 18, Wis 14, Cha 23. </em></p><p><em></em></p><p><em><strong>Skills and Feats:</strong> Bluff +22, Concentration +7, Disguise +12, Escape Artist +7, Hide +7, Knowledge (arcana) +24, Knowledge (the planes) +23, Listen +16, Move Silently +7, Ride +7, Search +10, Scry +14, Sense Motive +22, Spellcraft +24, Spot +16; Dodge, Mobility, Quicken Spell-like Ability, Spell Focus (Evocation), Spell Penetration, Violate Spell, Energy Substitution (Sonic).</em></p><p><em></em></p><p><em><strong>Spells:</strong> (6/8/8/7/7/7/6/3 spells per day; save DC 16 + spell level or 18+ spell level for evocations). 0 level – <em>acid splash, ray of frost, dancing lights, flare, ghost sound, mage hand, arcane mark, detect magic, read magic</em>; 1st level – <em>mage armour, identify, net of shadows, ray of enfeeblement, true strike</em>; 2nd level– <em>obscure object, web, combust, see invisibility, eagle’s splendour</em>; 3rd level – <em>avoid planar effects, fireball, displacement, dispel magic</em>; 4th level – <em>dimensional anchor, improved invisibility, polymorph other, wall of fire</em>; 5th level – <em>ball lightning, stop heart, magic jar</em>; 6th level <em>acid storm, disintegrate</em>; 7th level – <em>power word, stun</em>.</em></p><p><em></em></p><p><em></em></p><p><em><strong>Spell-Like Abilities:</strong> At will – <em>charm monster, clairaudience/clairvoyance, darkness, desecrate, detect good, detect thought,s doom, ethereal jaunt</em> (self plus 50 pounds of objects only), <em>suggestion, teleport without error</em> (self plus 50 pounds of objects only; 1/day – <em>unholy blight</em>. These abilities are as the spells cast by a 12th level sorcerer (save DC 16+ spell level). </em></p><p><em></em></p><p><em><strong>Energy Drain (Su):</strong> Lehurze drains energy from a mortal she lures into some act of passion, or simply by planting a kiss on the victim. If the target is not willing to be kissed, Lehurze must start a grapple, which provokes an attack of opportunity. Lehurze’s kiss or embrace inflicts one negative level; the victim must succeed at a Wisdom check (DC 15) to even notice. The Fortitude save to remove the negative level has a DC of 18.</em></p><p><em></em></p><p><em><strong>Summon Tanar’ri (Sp):</strong> Once per day, Lehurze may attempt to summon one balor with a 10% chance of success.</em></p><p><em></em></p><p><em><strong>Alternate Form (Su):</strong> Lehuze may assume any humanoid form from Small to Large size as a standard action. This ability is similar to <em>polymorph self</em> but allows only humanoid forms. While using this ability, she gains a +10 circumstance bonus to disguise checks.</em></p><p><em></em></p><p><em><strong>Tongues (Su):</strong> Lehurze has a permanent tongues ability as the spell cast by a 12th level sorcerer.</em></p><p><em></em></p><p><em><strong>Tanar’ri Traits:</strong> Lehurze is immune to poison and electricity, and possesses cold, fire and acid resistance 20. She can communicate telepathically with any creature within 100 feet that has a language.</em></p><p><em></em></p><p><em><strong>Outsider Traits:</strong> Lehurze has darkvision (60-foot range). She cannot be raised or resurrected.</em></p><p><em></em></p><p><em><strong>Skills</strong>: Lehurze receives a +8 racial bonus to Listen and Spot checks.</em></p><p><em></em></p><p><em></em></p><p><em>Possessions: <em>+2 dagger of greater wounding, cubic gate, iron bands of Billarro</em></em></p><p><em></em></p><p><em></em></p><p><em></em></p><p><em><strong>Nhura</strong></em></p><p><em></em></p><p><em>Female Shadow Half-Fiend / Half Lillend Bard 8 Loremaster 6; CR 24; Large Outsider; HD 7d8+42 plus 8d6+48 plus 6d4+36; hp 201; Init +5; Speed 30 ft., fly 105 ft. (average); AC 20 (touch 14, flatfooted 15); Attack: +28/+23/+18/+13 melee (<em>+4 huge vampiric greatsword</em>); Dmg: 2d8+10 (<em>+4 huge vampiric greatsword</em>); SA Improved grab, constrict 2d6 +7, spells, spell-like abilities,; SQ Poison immunity, acid, cold, fire, electricity resistance 20, DR 5/+1, Evasion, <em>plane shift</em>, regeneration 2, saving throw luck bonus, shadow blend, lore (+21), greater lore (<em>identify</em>), secrets (inner strength, weapon trick, applicable knowledge); SV Fort +14, Ref +20, Will +22; AL CE; Str 24, Dex 21, Con 17 (23), Int 18, Wis 16, Cha 23.</em></p><p><em></em></p><p><em>Skills: Appraise +14, Bluff +26, Concentration +22, Craft (instrument) +19, Intimidate +21, Knowledge (arcana) +27, Knowledge (planes) +24, Listen +13, Move Silently +11, Perform +26, Scry +19, Sense Motive +18, Spellcraft +20, Wilderness Lore +16</em></p><p><em></em></p><p><em>Feats: Combat Casting, Extend Spell, Still Spell, Create Wondrous Item, Skill Focus (Knowledge: arcana), Dark Speech, Obscure Lore, Power Attack</em></p><p><em></em></p><p><em><strong>Spell-like abilities:</strong> 3/day - <em>darkness, hallucinatory terrain, knoch, light</em>; 1/day- <em>charm person, speak with animals, speak with plants</em>. These abilities are as the spells cast by a 10th level bard (Save DC 16 + spell level). Nhura uses the bardic music ability as a 14th level bard, and also uses these abilities as a 21st level sorcerer: 3/day - <em>darkness, poison, unholy aura</em>; 1/day – <em>cause fear, desecrate, mirror image, unholy blight, contagion, blasphemy, unhallow, horrid wilting, summon monster IX</em> (fiends only), <em>destruction</em>.</em></p><p><em></em></p><p><em><strong>Spells</strong>: Nhura casts arcane spells as a 20th level bard (4/6/6/5/5/5/5 spells per day; save DC 16 + spell level). Spells Known: 0 level – <em> detect magic, ghost harp, ghost sound, mending, prestidigitation, read magic, songbird</em>; 1st level – <em>distort speech, expeditious retreat, message, know protections, mage armour</em>; 2nd level – <em> detect thoughts, eagle’s splendour, see invisibility, silence, undetectable alignment</em>; 3rd level – <em> analyze portal, dispel magic, displacement, clairvoyance/clairaudience, haste</em>; 4th level – <em>hold monster, legend lore, locate creature, improved invisibility, speechlink</em>; 5th level – <em> dream, greater dispelling, nightmare, revenance, persistent image</em>; 6th level – <em> control weather, plane shift, great shout, veil</em>.</em></p><p><em></em></p><p><em>Possessions: <em>+4 huge vampiric greatsword, necklace of adaptation, chaos diamond, amulet of health +6</em>.</em></p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 878188, member: 4303"] [b]Some Bad Guys[/b] More bad guys pending... [B]Shupthûl[/B] Male Shadow Half-Fiend / Half-Sidhe Fighter 10; CR 22; Medium-Size Outsider (Fey); HD 6d6+24 plus 10d10 + 40; hp 140; Init +11; Speed 60 ft.; AC 30 (touch 14, flatfooted 26); Attack: +22/+17/+12 melee (1d8+6, [I]+2 keen adamantine thinblade[/I]) or +26/+21/+16 missile (1d8+9 plus 1d6 fire plus poison, [I]+5 (+4 mighty) flaming burst composite longbow[/I] and MW arrow); Face/Reach 5 ft. x 5 ft./5 ft.; SA Spell-like abilities, spells, poison, hypnotism; SQ Darkvision 60 ft., DR 5/+1, evasion, fast healing 2, immunities, low-light vision, plane shift, resistances, see invisibility, shadow blend, SR 18; AL CE; SV Fort +16, Ref +17, Will +14; Str 19, Dex 25, Con 19, Int 18, Wis 14, Cha 24. [B]Skills and Feats:[/B] Animal Empathy +18, Bluff +18, Hide +21, Knowledge (local) +17, Knowledge (nature) +17, Knowledge (planes) +17, Listen +20, Move Silently +16, Perform +21, Ride +23, Spot +15; Dodge, Exotic Weapon Proficiency (Thinblade), Far Shot, Improved Critical (Composite Longbow), Improved Initiative, Iron Will, Manyshot, Mobility, Mounted Archery, Mounted Combat, Point-Blank Shot, Precise Shot, Rapid Shot, Ride-by Attack, Weapon Finesse (Thinblade). [B]Spells[/B]: Shupthul casts arcane spells as a 6th level bard (3/5/3 spells per day; save DC 17 + spell level). Spells Known: 0 level – [I]daze, detect magic, ghost sound, mending, prestidigitation, read magic[/I]; 1st level – [I]expeditious retreat, message, unseen servant, ventriloquism[/I]; 2nd level – [I]enthrall, detect thoughts, whispering wind[/I]. [B]Ignore Spell Failure (Ex)[/B]: Shupthul may ignore a portion of the arcane spell failure associated with using armour. He subtracts 20% from his total spell failure chance. [B]Shadow Blend (Su)[/B]: In any conditions other than full daylight, Shupthul can disappear into the shadows giving him nine-tenths concealment. A [I]daylight[/I] spell negates this. [B]Spell-like abilities:[/B] At will- [I]blur, change self, charm person, clairaudience/clairvoyance, invisibility, speak with animals[/I]; 1/day- [I]bestow curse, suggestion[/I]. These abilities are as the spells cast by a 9th level sorcerer. Shupthul has the bardic music ability as a 6th level bard. Shupthul also uses these abilities as a 16th level sorcerer: 3/day - [I]darkness, poison, unholy aura[/I]; 1/day – [I]cause fear, desecrate, mirror image, unholy blight, contagion, blasphemy, unhallow, horrid wilting[/I]. All Save DCs against spell-like abilities are 17+ spell level, where appropriate. [B]Fast Healing (Ex)[/B]: Shupthul regains lost hit points at the rate of 2 per round. Fast healing does not restore hit points lost from thirst, starvation or suffocation, and it does not allow the sidhe to regrow or reattach lost body parts. [B]Evasion (Ex)[/B]: If exposed to any effect that normally allows a Reflex saving throw for half damage, Shupthul takes no damage on a successful saving throw. [B]Hypnotism (Sp)[/B]: As a free action, once per round, Shupthul may attempt to [I]hypnotize[/I] (as the first level sorcerer/wizard spell) a single target within 30 ft. by meeting its gaze. Only humanoids are subject to this effect, but there is no limit on the number of hit dice or levels that the target can possess. The save DC is 21. A target which resists the [I]hypnotism[/I] effect cannot be affected by Shupthul again for 24 hours. [B]Immunities (Ex)[/B]: Shupthul is immune to all mundane poisons and diseases (but not supernatural poisons and diseases). [B]Plane Shift (Sp)[/B]: Shupthul can move between the Demiplane of Afqithan and the Plane of Shadow as a move-equivalent action. The ability transports Shupthul and up to six other willing creatures. Shupthul’s [I]plane shift[/I] ability always transports the user to a point exactly coterminous with its current position. It is otherwise similar to the spell of the same name. [B]Poison (Ex)[/B]: Shupthul routinely uses arrows envenomed with wyvern poison (Save DC 17; initial and secondary damage both 2d6 Con). [B]Resistances (Ex)[/B]: Shupthul has acid, electricity, fire and cold resistance 20. [B]See Invisibility (Su)[/B]: Invisible creatures are always visible to Shupthul, as if he were constantly under a [I]see invisibility[/I] effect. Possessions: [I]+5 mithral breastplate, +4 mithral buckler, +2 keen adamantine thinblade, +5 [/I](+4 mighty) [I]flaming burst composite longbow, potion of haste[/I]. [B]King Irknaan[/B] Male Shadow Half-Fiend / Half Sidhe Sorcerer 16; CR 28; Medium-Size Outsider (Fey); HD 6d6+24 plus 16d4+64; hp 149; Init +10; Speed 60 ft.; AC 23 (touch 16, flatfooted 17); Attack: +20/+15/+10 melee ([I]+5 chaotic mortalbane dagger[/I]); Dmg: 1d4+9 ([I]+5 chaotic mortalbane dagger[/I]). Face/Reach 5 ft. x 5 ft./5 ft.; SA Spell-like abilities, spells, poison, hypnotism; SQ Darkvision 60 ft., DR 5/+1, evasion, fast healing 2, immunities, low-light vision, plane shift, resistances, see invisibility, shadow blend, SR 40; AL CE; SV Fort +13, Ref +18, Will +22; AL CE; Str 19, Dex 23, Con 19, Int 27, Wis 20, Cha 32 (38) Languages: Sylvan, Draconic, Abyssal, Auran, Infernal, Ignan. [B]Skills:[/B] Alchemy +18, Animal Empathy +24, Bluff +38, Concentration +24, Handle Animal +24, Hide +16, Knowledge (arcana) +28, Knowledge (local) +28, Knowledge (the planes) +28, Listen +17, Move Silently +16, Perform +38, Ride +16, Search +18, Scry +28, Sense Motive +21, Spellcraft +28, Spot +17 [B]Feats:[/B] Corrupt Spell, Dark Speech, Expertise, Improved Initiative, Iron Will, Violate Spell, Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Epic Spell Focus (Enchantment), Brew Potion, Craft Wondrous Item, Spell Penetration, Greater Spell Penetration, Empower Spell, Widen Spell. [B]Spells[/B]: Irknaan casts arcane spells as a 16th level sorcerer (6/10/10/9/9/9/9/7/5 spells per day; save DC 24+ spell level or 30+ spell level for enchantments). Spells Known: 0 Level – [I]resistance, prestidigitation, detect poison, ray of frost, ghost sound, mage hand, arcane mark, detect magic, read magic [/I]; 1st level – [I]magic missile, identify, protection from good, know protections, ray of enfeeblement; 2nd level – [I]cat’s grace, detect thoughts, blur, blindness/deafness, shadow mask[/I]; 3rd level – [I]fly, haste, dispel magic, nondetection[/I]; 4th level – [I]sonic orb, polymorph self, enervation, dimension door[/I]; 5th level – [I]sending, hold monster, dismissal, feeblemind[/I]; 6th level – [I]planar binding, geas/quest, mass suggestion[/I]; 7th level – [I]greater scrying, limited wish[/I]; 8th level – [I]flensing[/I] Irknaan also casts spells as a 6th level bard (3/7/6 spells per day; save DC 24 + spell level or 30+ spell level for enchantments). Spells Known: 0 level – [I]open/close, prestidigitation, mending, dancing lights, flare, daze[/I]; 1st level – [I]expeditious retreat, unseen servant, mage armour, alarm[/I]; 2nd level – [I]darkness, silence, undetectable alignment[/I]. [B]Shadow Blend (Su)[/B]: In any conditions other than full daylight, Irknaan can disappear into the shadows giving him nine-tenths concealment. A [I]daylight[/I] spell negates this. [B]Spell-like abilities:[/B] At will- [I]blur, change self, charm person, clairaudience/clairvoyance, invisibility, speak with animals[/I]; 1/day- [I]bestow curse, suggestion[/I]. These abilities are as the spells cast by a 9th level sorcerer. Irknaan has the bardic music ability as a 6th level bard. He also uses these abilities as a 16th level sorcerer: 3/day - [I]darkness, poison, unholy aura[/I]; 1/day – [I]cause fear, desecrate, mirror image, unholy blight, contagion, blasphemy, unhallow, horrid wilting, summon monster IX[/I] (fiends only) and [I]destruction[/I]. All Save DCs against spell-like abilities are 24+ spell level, where appropriate. [B]Fast Healing (Ex)[/B]: Irknaan regains lost hit points at the rate of 2 per round. Fast healing does not restore hit points lost from thirst, starvation or suffocation, and it does not allow the sidhe to regrow or reattach lost body parts. [B]Evasion (Ex)[/B]: If exposed to any effect that normally allows a Reflex saving throw for half damage, Irknaan takes no damage on a successful saving throw. [B]Hypnotism (Sp)[/B]: As a free action, once per round, Irknaan may attempt to [I]hypnotize[/I] (as the first level sorcerer/wizard spell) a single target within 30 ft. by meeting its gaze. Only humanoids are subject to this effect, but there is no limit on the number of hit dice or levels that the target can possess. The save DC is 21. A target which resists the [I]hypnotism[/I] effect cannot be affected by Irknaan again for 24 hours. [B]Immunities (Ex)[/B]: Irknaan is immune to all mundane poisons and diseases (but not supernatural poisons and diseases). [B]Plane Shift (Sp)[/B]: Irknaan can move between the Demiplane of Afqithan and the Plane of Shadow as a move-equivalent action. The ability transports Irknaan and up to six other willing creatures. Irknaan’s [I]plane shift[/I] ability always transports him to a point exactly coterminous with his current position. It is otherwise similar to the spell of the same name. [B]Resistances (Ex)[/B]: Irknaan has acid, electricity, fire and cold resistance 20. [B]See Invisibility (Su)[/B]: Invisible creatures are always visible to Irknaan, as if he were constantly under a [I]see invisibility[/I] effect. Possessions: [I]+5 chaotic mortalbane dagger, ring of freedom of movement, crystal ball with detect thoughts, bracers of armour +6, mirror of vanity +6, mantle of epic spell resistance.[/I] [B]Lehurze[/B] Female Succubus Sorcerer 14; CR 23; Medium-Size Outsider (Demon); HD 6d8+6 plus 14d4+14; hp 82; Init +1; Speed 30 ft., fly 50 ft. (average); AC 20 (touch 11, flatfooted 19); Attack: +16/+11/+6 melee ([I]+2 greater wounding dagger[/I]); Dmg: 1d4+3 ([I]+2 greater wounding dagger[/I]); SA Spells, spell-like abilities, energy drain, summon tanar’ri; SQ DR 20/+2, SR 12, tanar’ri qualities, alternate form, tongues; SV Fort +10, Ref +10, Will +16; AL CE; Str 13, Dex 13, Con 13, Int 18, Wis 14, Cha 23. [B]Skills and Feats:[/B] Bluff +22, Concentration +7, Disguise +12, Escape Artist +7, Hide +7, Knowledge (arcana) +24, Knowledge (the planes) +23, Listen +16, Move Silently +7, Ride +7, Search +10, Scry +14, Sense Motive +22, Spellcraft +24, Spot +16; Dodge, Mobility, Quicken Spell-like Ability, Spell Focus (Evocation), Spell Penetration, Violate Spell, Energy Substitution (Sonic). [B]Spells:[/B] (6/8/8/7/7/7/6/3 spells per day; save DC 16 + spell level or 18+ spell level for evocations). 0 level – [I]acid splash, ray of frost, dancing lights, flare, ghost sound, mage hand, arcane mark, detect magic, read magic[/I]; 1st level – [I]mage armour, identify, net of shadows, ray of enfeeblement, true strike[/I]; 2nd level– [I]obscure object, web, combust, see invisibility, eagle’s splendour[/I]; 3rd level – [I]avoid planar effects, fireball, displacement, dispel magic[/I]; 4th level – [I]dimensional anchor, improved invisibility, polymorph other, wall of fire[/I]; 5th level – [I]ball lightning, stop heart, magic jar[/I]; 6th level [I]acid storm, disintegrate[/I]; 7th level – [I]power word, stun[/I]. [B]Spell-Like Abilities:[/B] At will – [I]charm monster, clairaudience/clairvoyance, darkness, desecrate, detect good, detect thought,s doom, ethereal jaunt[/I] (self plus 50 pounds of objects only), [I]suggestion, teleport without error[/I] (self plus 50 pounds of objects only; 1/day – [I]unholy blight[/I]. These abilities are as the spells cast by a 12th level sorcerer (save DC 16+ spell level). [B]Energy Drain (Su):[/B] Lehurze drains energy from a mortal she lures into some act of passion, or simply by planting a kiss on the victim. If the target is not willing to be kissed, Lehurze must start a grapple, which provokes an attack of opportunity. Lehurze’s kiss or embrace inflicts one negative level; the victim must succeed at a Wisdom check (DC 15) to even notice. The Fortitude save to remove the negative level has a DC of 18. [B]Summon Tanar’ri (Sp):[/B] Once per day, Lehurze may attempt to summon one balor with a 10% chance of success. [B]Alternate Form (Su):[/B] Lehuze may assume any humanoid form from Small to Large size as a standard action. This ability is similar to [I]polymorph self[/I] but allows only humanoid forms. While using this ability, she gains a +10 circumstance bonus to disguise checks. [B]Tongues (Su):[/B] Lehurze has a permanent tongues ability as the spell cast by a 12th level sorcerer. [B]Tanar’ri Traits:[/B] Lehurze is immune to poison and electricity, and possesses cold, fire and acid resistance 20. She can communicate telepathically with any creature within 100 feet that has a language. [B]Outsider Traits:[/B] Lehurze has darkvision (60-foot range). She cannot be raised or resurrected. [B]Skills[/B]: Lehurze receives a +8 racial bonus to Listen and Spot checks. Possessions: [I]+2 dagger of greater wounding, cubic gate, iron bands of Billarro[/I] [B]Nhura[/B] Female Shadow Half-Fiend / Half Lillend Bard 8 Loremaster 6; CR 24; Large Outsider; HD 7d8+42 plus 8d6+48 plus 6d4+36; hp 201; Init +5; Speed 30 ft., fly 105 ft. (average); AC 20 (touch 14, flatfooted 15); Attack: +28/+23/+18/+13 melee ([I]+4 huge vampiric greatsword[/I]); Dmg: 2d8+10 ([I]+4 huge vampiric greatsword[/I]); SA Improved grab, constrict 2d6 +7, spells, spell-like abilities,; SQ Poison immunity, acid, cold, fire, electricity resistance 20, DR 5/+1, Evasion, [I]plane shift[/I], regeneration 2, saving throw luck bonus, shadow blend, lore (+21), greater lore ([I]identify[/I]), secrets (inner strength, weapon trick, applicable knowledge); SV Fort +14, Ref +20, Will +22; AL CE; Str 24, Dex 21, Con 17 (23), Int 18, Wis 16, Cha 23. Skills: Appraise +14, Bluff +26, Concentration +22, Craft (instrument) +19, Intimidate +21, Knowledge (arcana) +27, Knowledge (planes) +24, Listen +13, Move Silently +11, Perform +26, Scry +19, Sense Motive +18, Spellcraft +20, Wilderness Lore +16 Feats: Combat Casting, Extend Spell, Still Spell, Create Wondrous Item, Skill Focus (Knowledge: arcana), Dark Speech, Obscure Lore, Power Attack [B]Spell-like abilities:[/B] 3/day - [I]darkness, hallucinatory terrain, knoch, light[/I]; 1/day- [I]charm person, speak with animals, speak with plants[/I]. These abilities are as the spells cast by a 10th level bard (Save DC 16 + spell level). Nhura uses the bardic music ability as a 14th level bard, and also uses these abilities as a 21st level sorcerer: 3/day - [I]darkness, poison, unholy aura[/I]; 1/day – [I]cause fear, desecrate, mirror image, unholy blight, contagion, blasphemy, unhallow, horrid wilting, summon monster IX[/I] (fiends only), [I]destruction[/I]. [B]Spells[/B]: Nhura casts arcane spells as a 20th level bard (4/6/6/5/5/5/5 spells per day; save DC 16 + spell level). Spells Known: 0 level – [I] detect magic, ghost harp, ghost sound, mending, prestidigitation, read magic, songbird[/I]; 1st level – [I]distort speech, expeditious retreat, message, know protections, mage armour[/I]; 2nd level – [I] detect thoughts, eagle’s splendour, see invisibility, silence, undetectable alignment[/I]; 3rd level – [I] analyze portal, dispel magic, displacement, clairvoyance/clairaudience, haste[/I]; 4th level – [I]hold monster, legend lore, locate creature, improved invisibility, speechlink[/I]; 5th level – [I] dream, greater dispelling, nightmare, revenance, persistent image[/I]; 6th level – [I] control weather, plane shift, great shout, veil[/I]. Possessions: [I]+4 huge vampiric greatsword, necklace of adaptation, chaos diamond, amulet of health +6[/I].[/I] [/QUOTE]
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