Maji
JohnnFour said:
Awesome. Thanks for posting all these, Mark! Airamis has been scooped and is now a Temple of Elemental Evil agent championing the Air Temple's cause.
You're welcome, and thank you! I'm going to post three more element-themed villains, starting with:
[sblock=Maji; CR 10
Triton swashbuckler 8]
NE Medium outsider (native, water)
Init +3;
Senses darkvision 60 ft., Listen +6, Spot +6
Languages Aquan, Common
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AC 22 (+3 Dex, +3 armor, +6 natural), touch 13, flat-footed 19; dodge +1 (vs. melee)
hp 90 (11 HD)
Fort +12,
Ref +9,
Will +5
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Spd 5 ft. (1 square), swim 40 ft.
Melee +1 human bane short sword +16/+11 (1d6+4/19-20), or
Melee (versus humans) +1 human bane short sword +18/+13 (1d6+6 plus 2d6/19-20), or
Ranged light crossbow +14/+9 (1d8/19-20, 80 ft. range increment)
Space 5 ft.;
Reach 5 ft.
Base Atk +11;
Grp +14
Atk Options acrobatic charge, improved flanking, insightful strike +1
Combat Gear potion of cure serious wounds, potion of cat's grace
Spell-Like Abilities (CL 7th):
1/day -
summon nature’s ally IV
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Abilities Str 16, Dex 16, Con 16, Int 12, Wis 10, Cha 12
SQ grace +1
Skills Balance +5, Craft +7, Diplomacy +11, Handle Animal +5, Hide +11, Jump +5*, Listen +6, Move Silently +11, Ride +9, Search +7, Sense Motive +6, Spot +6, Survival +6 (+8 following tracks), Swim +11, Tumble +11 (*Apply a -12 to Jump checks made on land. Apply a +4 to Jump checks made from the water.)
Feats Mounted Combat, Rapid Reload (light crossbow), Ride-By Attack, Track, Weapon Finesse (B)
Possessions combat gear, plus
+1 human bane short sword, masterwork studded leather, light crossbow, quiver with 20 bolts
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Acrobatic Charge (Ex): Charge through difficult terrain or allies block his path.
Improved Flanking (Ex): +4 bonus on attack rolls when flanking.
Skills: A triton 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.[/sblock]
[sblock=Maji's giant octopus; CR 8]
N Large animal (aquatic)
Init +2;
Senses low-light vision, Listen +4, Spot +6
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AC 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
hp 47 (8 HD)
Fort +7,
Ref +8,
Will +3
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Spd 20 ft. (4 squares), swim 30 ft.
Melee 8 tentacles +10 melee (1d4+5) and bite +5 melee (1d8+2)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacles)
Base Atk +6;
Grp +15
Atk Options constrict (2d8+6), improved grab
Tricks Combat Riding (attack, come, defend, down, guard, heel)
Special Actions ink cloud, jet
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Abilities Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3
Skills Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +13
Feats Alertness, Skill Focus (Hide), Toughness
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Constrict (Ex): A giant octopus deals 2d8+6 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a giant octopus must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Ink Cloud (Ex): A giant octopus can emit a cloud of jet–black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): A giant octopus can jet backward once per round as a full–round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: A giant octopus can change colors, giving it a +4 racial bonus on Hide checks. A giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant octopus 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.[/sblock]