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Awakened Mule Warlock
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<blockquote data-quote="Asmor" data-source="post: 3583317" data-attributes="member: 1154"><p>So this is an idea I read here on the boards a while back that I've been wanting to do for a while. The party's finally in an area where I can make this encounter work the way I want it to... so... yeah.</p><p></p><p>As the topic says, this is an awakened mule with class levels in warlock. 12 class levels, to be specific. It's meant to be a non-combatant... I'd like to play it up as a weird encounter at first and then work him into the role of party mascot, or something like that. It's got enough ranks in knowledge arcana and the planes that it could even come in handy at times, if the party's stumped. Also has lots of fun abilities.</p><p></p><p>Flavor wise, it's not really that complicated. Some fey got a little feisty and thus was this little bugger begat.</p><p></p><p>Awakened Mule Warlock CR 14</p><p>Large Magical Beast (awakened animal) Warlock 12</p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 60 ft, low-light vision, scent; Listen +8, Spot +8</p><p><strong>Languages</strong> Common, sylvan</p><p></p><p>-------------------------------------------------------------------------------</p><p></p><p><strong>AC</strong> 14, touch 11, flat-footed 12</p><p>(-1 size, +2 Dex, +3 natural)</p><p><strong>hp</strong> 169 (5d10 + 25 + 12d6 + 60); <strong>DR</strong> 8/cold iron</p><p><strong>Resist</strong> fire 5, sonic 5</p><p><strong>Fort</strong> +13, <strong>Ref</strong> +10, <strong>Will</strong> +10 (+3 vs. enchantments)</p><p></p><p>-------------------------------------------------------------------------------</p><p></p><p><strong>Speed</strong> 30 ft.</p><p><strong>Melee </strong>2 hooves +17 (1d4+3)</p><p><strong>Ranged </strong>eldritch blast +16 touch (6d6)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +14; <strong>Grp</strong> +21</p><p></p><p>-------------------------------------------------------------------------------</p><p></p><p><strong>Abilities</strong> Str 16, Dex 14, Con 20, Int 12, Wis 11, Cha 8</p><p><strong>Feats</strong> Alertness, Endurance, Fey Heritage, Fey Legacy, Fey Presence, Fey Skin</p><p><strong>Skills</strong> Listen +8, Spot +8, Knowledge (arcana) +13, Knowledge (the planes) +13, Use Magic Device +11</p><p></p><p>-------------------------------------------------------------------------------</p><p></p><p><strong>Skills</strong> Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.</p><p><strong>Carrying Capacity</strong> A light load for a mule is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A mule can drag 3,450 pounds.</p><p><strong>Spell-like abilities</strong> May use each of the following spell-like abilities once per day, caster level 17, saves are cha-based: <em>charm monster, confusion, deep slumber, dimension door, disguise self, summon nature's ally V</em></p><p><strong>Invocations</strong></p><p>Least: <em>Darkness, Devil's Sight, Spiderwalk</em></p><p>Lesser: <em>Charm, Flee the Scene, Walk Unseen</em></p><p>Greater: <em>Devour Magic</em></p></blockquote><p></p>
[QUOTE="Asmor, post: 3583317, member: 1154"] So this is an idea I read here on the boards a while back that I've been wanting to do for a while. The party's finally in an area where I can make this encounter work the way I want it to... so... yeah. As the topic says, this is an awakened mule with class levels in warlock. 12 class levels, to be specific. It's meant to be a non-combatant... I'd like to play it up as a weird encounter at first and then work him into the role of party mascot, or something like that. It's got enough ranks in knowledge arcana and the planes that it could even come in handy at times, if the party's stumped. Also has lots of fun abilities. Flavor wise, it's not really that complicated. Some fey got a little feisty and thus was this little bugger begat. Awakened Mule Warlock CR 14 Large Magical Beast (awakened animal) Warlock 12 [b]Init[/b] +2; [b]Senses[/b] darkvision 60 ft, low-light vision, scent; Listen +8, Spot +8 [b]Languages[/b] Common, sylvan ------------------------------------------------------------------------------- [b]AC[/b] 14, touch 11, flat-footed 12 (-1 size, +2 Dex, +3 natural) [b]hp[/b] 169 (5d10 + 25 + 12d6 + 60); [b]DR[/b] 8/cold iron [b]Resist[/b] fire 5, sonic 5 [b]Fort[/b] +13, [b]Ref[/b] +10, [b]Will[/b] +10 (+3 vs. enchantments) ------------------------------------------------------------------------------- [b]Speed[/b] 30 ft. [b]Melee [/b]2 hooves +17 (1d4+3) [b]Ranged [/b]eldritch blast +16 touch (6d6) [b]Space[/b] 10 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +14; [b]Grp[/b] +21 ------------------------------------------------------------------------------- [b]Abilities[/b] Str 16, Dex 14, Con 20, Int 12, Wis 11, Cha 8 [b]Feats[/b] Alertness, Endurance, Fey Heritage, Fey Legacy, Fey Presence, Fey Skin [b]Skills[/b] Listen +8, Spot +8, Knowledge (arcana) +13, Knowledge (the planes) +13, Use Magic Device +11 ------------------------------------------------------------------------------- [b]Skills[/b] Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling. [b]Carrying Capacity[/b] A light load for a mule is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A mule can drag 3,450 pounds. [b]Spell-like abilities[/b] May use each of the following spell-like abilities once per day, caster level 17, saves are cha-based: [i]charm monster, confusion, deep slumber, dimension door, disguise self, summon nature's ally V[/i] [b]Invocations[/b] Least: [i]Darkness, Devil's Sight, Spiderwalk[/i] Lesser: [i]Charm, Flee the Scene, Walk Unseen[/i] Greater: [i]Devour Magic[/i] [/QUOTE]
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