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NPCs and Monsters by WesternWolf
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<blockquote data-quote="WesternWolf" data-source="post: 3776436" data-attributes="member: 55147"><p><strong>Ventigoth (Spellwarped Ken Sun)</strong></p><p>Usually LE Large Aberration (air, augmented) CR 15 (reccomend testing)</p><p><strong>Init</strong> +8 <strong>Senses</strong> low-light vision; Listen +12, Spot +12</p><p><strong>Aura</strong> deflecting winds</p><p><strong>Languages</strong> Common, Giant</p><p>--------------------------------------------</p><p><strong>AC</strong> 30, touch 9, flat-footed 22</p><p> (-1 size, +6 armor, +4 Dex, +11 natural)</p><p><strong>HP</strong> 210 (17d8+119); fast healing 10; <strong>SR</strong> 28</p><p><strong>Fort</strong> +17 <strong>Ref</strong> +9 <strong>Will</strong> +13</p><p>--------------------------------------------</p><p><strong>Speed</strong> 50 ft. (10 squares), fly 20 ft. (perfect); freedom of movement</p><p><strong>Melee</strong> +2 longspear +23/+18/+13 (2d6+16/x3) or</p><p><strong>Melee</strong> gore +16 (1d8+10) and 2 slams +14 (1d6+5) or </p><p><strong>Melee</strong> gore +21 (1d8+10)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10ft. (20 ft. with longspear)</p><p><strong>Base Atk</strong> +12; <strong>Grp</strong> +26</p><p><strong>Atk Options</strong> Awesome Blow, Power Attack</p><p><strong>Special Actions</strong> wind breath</p><p><strong>Spell-Like Abilities</strong> (CL 17th):</p><p>2/Day - control weather</p><p>1/day - sleet storm</p><p>-------------------------------------------</p><p><strong>Abilities</strong> Str 31, Dex 19, Con 24, Int 25, Wis 21, Cha 21</p><p><strong>SA</strong> deflecting winds, spell-like abilities, wind breath</p><p><strong>SQ </strong>shared strength, spell resistance 28, spell absorbtion</p><p><strong>Feats</strong> Alertness, Awesome Blow, Ability Focus (wind breath), Improved Initiative, Iron Will, Power Attack</p><p><strong>Skills</strong> Balance +9, Bluff +18, Climb +18, Concentration +15, Decipher Script +11, Diplomacy +17, Disguise +5 (+7 acting), Gather Information +11, Handle Animal +11, Heal +9, Intimidate +21, Jump +22, Knowledge (arcana) +14, Knowledge (nature) +9, Listen +12, Ride +5, Search +11, Sense Motive +15, Spellcraft +17, Spot +12, Survival +5 (+7 following tracks, +7 aboveground)</p><p><strong>Possessions</strong> +2 longspear</p><p>------------------------------------------</p><p><strong>Deflecting Winds (Su)</strong> A ken-sun is surrounded by a tempest of air that affects every square adjacent to it with windstorm-level effects (DMG 95). The creature can suppress this ability at will. Elemental magi are immune to this ability.</p><p></p><p><strong>Freedom of Movement (Su)</strong> As the freedom of movement spell; continuous; caster level 15th. The effect can be dispelled, but a ken-sun can create it again on its next turn as a free action.</p><p></p><p><strong>Wind Breath (Su) </strong>30-Foot line, once every 1d4 rounds, Fortitude DC 25 negates. An opponent that fails the save is pushed to the end of the effect, taking 1d4 points of nonlethal damage per 10 feet it is pushed. the save DC is Con based. If a Ken-kuni and a ken-li are both withing 60 feet, the ken-sun can use this ability every round. Elemental magi are immune to this ability.</p><p></p><p><strong>Shared Strength (Su)</strong> When a ken-sun is within 60 feet of one or more elemental mages and must make a saving throw, it uses the highest save bonus among the group.</p><p></p><p><strong>Spell Absorption (Su)</strong> Whenever a spell fails to penetrate a spellwarped creature's spell resistance, the creature gains one of the following benefits, chosen at the time the spell resolves.</p><p> <em>Might</em>: The spellwarped creature gains a +4 enhancement bonus to Str for 1 minute</p><p> <em>Agility</em>: The spellwarped creature gains a +4 enhancement bonus to Dex for 1 minute</p><p> <em>Endurance</em>: The spellwarped creature gains a +4 enhancement bonus to Con for 1 minute</p><p> <em>Life</em>: The spellwarped creature gains temporary hitpoints equal to 5 x the level of the failed spell</p><p> <em>Speed</em>: The spellwarped creature's base speed increases by a number of feet equal to 5 x the level of the failed spell.</p><p> <em>Resistance</em>: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire or sonic) for one minute.</p><p></p><p>Please note that the skill bonuses are not correct, as I didn't feel like wasting time on the math. They reflect the monster before the template. Ventigoth's tactics are basically to seperate the cleric or annoying spellcaster from the rest of the party and use his superior mobility/reach and spellwarped abilities to pwn that character. He tries to stay within 60' of his brothers so that they all benefit from their shared abilities. The three brothers together should challenge a party of four 15-16th level characters if I'm guessing correctly. Remember to sunder the fighter's gear, and to isolate the cleric and the Brothers should present a pretty good challenge. Hope you enjoy!</p></blockquote><p></p>
[QUOTE="WesternWolf, post: 3776436, member: 55147"] [B]Ventigoth (Spellwarped Ken Sun)[/B] Usually LE Large Aberration (air, augmented) CR 15 (reccomend testing) [B]Init[/B] +8 [B]Senses[/B] low-light vision; Listen +12, Spot +12 [B]Aura[/B] deflecting winds [B]Languages[/B] Common, Giant -------------------------------------------- [B]AC[/B] 30, touch 9, flat-footed 22 (-1 size, +6 armor, +4 Dex, +11 natural) [B]HP[/B] 210 (17d8+119); fast healing 10; [B]SR[/B] 28 [B]Fort[/B] +17 [B]Ref[/B] +9 [B]Will[/B] +13 -------------------------------------------- [B]Speed[/B] 50 ft. (10 squares), fly 20 ft. (perfect); freedom of movement [B]Melee[/B] +2 longspear +23/+18/+13 (2d6+16/x3) or [B]Melee[/B] gore +16 (1d8+10) and 2 slams +14 (1d6+5) or [B]Melee[/B] gore +21 (1d8+10) [B]Space[/B] 10 ft.; [B]Reach[/B] 10ft. (20 ft. with longspear) [B]Base Atk[/B] +12; [B]Grp[/B] +26 [B]Atk Options[/B] Awesome Blow, Power Attack [B]Special Actions[/B] wind breath [B]Spell-Like Abilities[/B] (CL 17th): 2/Day - control weather 1/day - sleet storm ------------------------------------------- [B]Abilities[/B] Str 31, Dex 19, Con 24, Int 25, Wis 21, Cha 21 [B]SA[/B] deflecting winds, spell-like abilities, wind breath [B]SQ [/B]shared strength, spell resistance 28, spell absorbtion [B]Feats[/B] Alertness, Awesome Blow, Ability Focus (wind breath), Improved Initiative, Iron Will, Power Attack [B]Skills[/B] Balance +9, Bluff +18, Climb +18, Concentration +15, Decipher Script +11, Diplomacy +17, Disguise +5 (+7 acting), Gather Information +11, Handle Animal +11, Heal +9, Intimidate +21, Jump +22, Knowledge (arcana) +14, Knowledge (nature) +9, Listen +12, Ride +5, Search +11, Sense Motive +15, Spellcraft +17, Spot +12, Survival +5 (+7 following tracks, +7 aboveground) [B]Possessions[/B] +2 longspear ------------------------------------------ [B]Deflecting Winds (Su)[/B] A ken-sun is surrounded by a tempest of air that affects every square adjacent to it with windstorm-level effects (DMG 95). The creature can suppress this ability at will. Elemental magi are immune to this ability. [B]Freedom of Movement (Su)[/B] As the freedom of movement spell; continuous; caster level 15th. The effect can be dispelled, but a ken-sun can create it again on its next turn as a free action. [B]Wind Breath (Su) [/B]30-Foot line, once every 1d4 rounds, Fortitude DC 25 negates. An opponent that fails the save is pushed to the end of the effect, taking 1d4 points of nonlethal damage per 10 feet it is pushed. the save DC is Con based. If a Ken-kuni and a ken-li are both withing 60 feet, the ken-sun can use this ability every round. Elemental magi are immune to this ability. [B]Shared Strength (Su)[/B] When a ken-sun is within 60 feet of one or more elemental mages and must make a saving throw, it uses the highest save bonus among the group. [B]Spell Absorption (Su)[/B] Whenever a spell fails to penetrate a spellwarped creature's spell resistance, the creature gains one of the following benefits, chosen at the time the spell resolves. [I]Might[/I]: The spellwarped creature gains a +4 enhancement bonus to Str for 1 minute [I]Agility[/I]: The spellwarped creature gains a +4 enhancement bonus to Dex for 1 minute [I]Endurance[/I]: The spellwarped creature gains a +4 enhancement bonus to Con for 1 minute [I]Life[/I]: The spellwarped creature gains temporary hitpoints equal to 5 x the level of the failed spell [I]Speed[/I]: The spellwarped creature's base speed increases by a number of feet equal to 5 x the level of the failed spell. [I]Resistance[/I]: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire or sonic) for one minute. Please note that the skill bonuses are not correct, as I didn't feel like wasting time on the math. They reflect the monster before the template. Ventigoth's tactics are basically to seperate the cleric or annoying spellcaster from the rest of the party and use his superior mobility/reach and spellwarped abilities to pwn that character. He tries to stay within 60' of his brothers so that they all benefit from their shared abilities. The three brothers together should challenge a party of four 15-16th level characters if I'm guessing correctly. Remember to sunder the fighter's gear, and to isolate the cleric and the Brothers should present a pretty good challenge. Hope you enjoy! [/QUOTE]
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