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<blockquote data-quote="Quickleaf" data-source="post: 6446402" data-attributes="member: 20323"><p><span style="color: DarkOrange"><span style="font-size: 15px">Shimerack the Chitterer (Mr. Hooks)</span></span></p><p><em>Large djab, neutral evil</em></p><p>AC 18 (natural armor)</p><p>HP 127 (17d10+34)</p><p>Speed 50 ft, climb 50 ft</p><p>Str 15 (+2) Dex 22 (+6) Con 15 (+2) Int 17 (+3) Wis 15 (+2) Cha 10 (+0)</p><p>Skills Insight +7, Intimidate +10, Investigate +8, Perception +7, Stealth +11</p><p>Saving Throws Dexterity +11, Wisdom +7</p><p>Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons</p><p>Condition Immunities charmed, frightened</p><p>Senses darkvision 60 ft, passive perception 17</p><p>Languages understands all languages but speaks only in strange chittering</p><p>Challenge 13 (XP 10,000)</p><p></p><p>Typical Sacrifice: Shimerack doesn’t enter into pacts—one summons, one assassination. The price is the sacrifice of one of the summoning bokor’s fingers. Shimerack will attempt to kill his target until he succeeds or he is slain. If he is killed, he will never again accept a commission on the target he failed to eliminate. The next bokor that summons him will luck out, the price of Shimerack’s commission after a failure is not a finger—it’s permission to after the bokor that sent him after the target he couldn't kill</p><p></p><p>TRAITS</p><p>Disjointed Movement. Opportunity attacks made against Shimerack provoked by his movement have disadvantage to hit.</p><p>Improved Initiative. Shimerack's initiative is +10 and he always wins initiative ties.</p><p>Innate Spellcasting. Shimerack's innate spellcasting ability is Intelligence (spell save DC 16, spell attack +8). He can innately cast the following spells without material components:</p><p>At-will: fear, invisibility.</p><p>Once per day: locate creature, scrying.</p><p></p><p>ACTIONS</p><p>Multiattack. Shimerack makes 4 awl hook attacks. If he hits the same target with 3 or more attacks, Shimerack buries his hook in them for an additional 14 (2d6+7) damage, and the target must make a DC 15 Constitution save or be stunned for 1 round and drop anything they're holding from the pain.</p><p>Jagged Awl Hook of Speed. Melee weapon attack. Attack: +12 hit (counts as magical), reach 10-ft, one target. Hit: 14 (2d6+7) slashing damage.</p><p></p><p><img src="http://www.themarysue.com/wp-content/uploads/2010/06/chain-devil-397x550.jpg#geekosystem" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6446402, member: 20323"] [color=DarkOrange][size=4]Shimerack the Chitterer (Mr. Hooks)[/size][/color] [i]Large djab, neutral evil[/i] AC 18 (natural armor) HP 127 (17d10+34) Speed 50 ft, climb 50 ft Str 15 (+2) Dex 22 (+6) Con 15 (+2) Int 17 (+3) Wis 15 (+2) Cha 10 (+0) Skills Insight +7, Intimidate +10, Investigate +8, Perception +7, Stealth +11 Saving Throws Dexterity +11, Wisdom +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, frightened Senses darkvision 60 ft, passive perception 17 Languages understands all languages but speaks only in strange chittering Challenge 13 (XP 10,000) Typical Sacrifice: Shimerack doesn’t enter into pacts—one summons, one assassination. The price is the sacrifice of one of the summoning bokor’s fingers. Shimerack will attempt to kill his target until he succeeds or he is slain. If he is killed, he will never again accept a commission on the target he failed to eliminate. The next bokor that summons him will luck out, the price of Shimerack’s commission after a failure is not a finger—it’s permission to after the bokor that sent him after the target he couldn't kill TRAITS Disjointed Movement. Opportunity attacks made against Shimerack provoked by his movement have disadvantage to hit. Improved Initiative. Shimerack's initiative is +10 and he always wins initiative ties. Innate Spellcasting. Shimerack's innate spellcasting ability is Intelligence (spell save DC 16, spell attack +8). He can innately cast the following spells without material components: At-will: fear, invisibility. Once per day: locate creature, scrying. ACTIONS Multiattack. Shimerack makes 4 awl hook attacks. If he hits the same target with 3 or more attacks, Shimerack buries his hook in them for an additional 14 (2d6+7) damage, and the target must make a DC 15 Constitution save or be stunned for 1 round and drop anything they're holding from the pain. Jagged Awl Hook of Speed. Melee weapon attack. Attack: +12 hit (counts as magical), reach 10-ft, one target. Hit: 14 (2d6+7) slashing damage. [img]http://www.themarysue.com/wp-content/uploads/2010/06/chain-devil-397x550.jpg#geekosystem[/img] [/QUOTE]
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