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BlackDirge can you make a scary flumph?
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<blockquote data-quote="HellHound" data-source="post: 2073174" data-attributes="member: 3397"><p>Of course it can be done!</p><p></p><p>The first steps can be found in the Flumphonomicon... Not quite a convoluted as one of BlackDirge's wonders, the Dark Flumph</p><p></p><p>The Dark Flumph</p><p></p><p>As flumphs are naturally orderly and good creatures, it was only a matter of time until even as unlikely a creature as the flumph would be tapped to become a messenger and avenger of the gods. Thus, centuries ago, deep in the underdark, did a flumph take upon the mantle of the paladin.</p><p></p><p>This flumph paladin hovered about the underdark in a divine quest for vengeance, stabbing and laying low through divine acid all those who worked evil against the word of his god. But then, something changed it. Something dark and sinister took hold of</p><p>his heart and began to gnaw at its convictions and morals. Perhaps it was the encounter with other paladins of the faith where the flumph saw them blessed</p><p>with the mightiest of holy longswords and great swords, or the sight of so knights in shining full plate…</p><p></p><p>whatever it was, it was not long thereafter that the great flumph paladin fell, and fell hard. It is said the flumph made it's own way into hell, where it fought past legions of mighty devils to seek out a powerful arch-devil. Once at the gates of this outsider's fortress, the flumph put down his weapons and sought audience with the lord of darkness.</p><p></p><p>A year later, the Dark Flumph arrived upon the prime. A sinister and twisted flumph this creature was, and it hunted down those paladins who had fought in the great battles of the underdark. Soon it amassed a small rag-tag army of followers who either were</p><p>entranced by the Dark Flumph's evil, or its very flumphness.</p><p></p><p>Now the Dark Flumph seeks out young paladins to destroy or twist, and always grows more powerful and malignant.</p><p></p><p>The Dark Flumph, male flumph Paladin 4, BlackGuard 10, Assassin 6: CR 22; Small aberration (flumph); HD 2d8+14d10+6d6+66; hp 204; Init +9; Spd 20 fly (average); AC 34 (+1 size, +5 Dex, +6 natural, +10 armor, +2 force shield) ; BAB +18; Grap +19; Atk: acid spikes (magic fang) +26 melee (1d6+8 + acid) or Shredder +29 / +24 / +19 /</p><p>+14 melee (1d6+11+1d6 fire / x3 + acid + unholy); AL CE; SV Fort +23, Ref +21, Will +16; Str 14(20), Dex 20, Con 15 (17), Int 13, Wis 16, Cha 18(20).</p><p></p><p>Skills: Concentration +8 (4), Diplomacy +16 (10), Disguise +10 (4), Hide +27 (20), Knowledge (religion) +6 (4), Listen +10 (6), Move Silently +15 (12), Search +6 (4), Spot +10 (6), Tumble +11 (8); </p><p></p><p>Feats: Cleave, Dodge, Expertise, Mobility, Power Attack, Spring Attack, Sunder, Weapon Finesse (spikes).</p><p></p><p>SA - death attack, poison use, smite good 2/day (+5 attack, +10 damage), sneak attack +6d6 </p><p>SQ - aura of despair (-2 on all saves within 10 feet), command undead, detect good, lay on hands (40 pts / day), +3 saves vs poison, uncanny dodge (Dex bonus to AC, cannot be flanked), Assassin Spells Prepared (2/1/1; save DC = 11 + spell level; 20% spell failure): 1 - obscuring mist (2); 2 - undetectable alignment; 3 - invisibility.</p><p>Blackguard Spells Prepared (3/3/3/1; save DC = 13 + spell level): 1 - cure light wounds (2), inflict light wounds; 2 - bull's strength, cure moderate wounds, death knell; 3 - contagion, cure serious wounds, inflict serious wounds; 4 - freedom of movement.</p><p>Spells and Effects: Permanent magic fang, permanent resistance</p><p></p><p>Assassin Spellbook: 1 - change self, detect poison, ghost sound, obscuring mist; 2 - alter self, darkness, pass without trace, undetectable alignment; 3 - deeper darkness, invisibility, misdirection, nondetection. </p><p></p><p>Possessions: "Shredder" (+4 unholy flaming flumphspike), "Bolt" (+4 fire resistant, lightning resistant mithril flumphshell plate), ring of protection +4, ring of force shield, pink rhomboid ioun stone (+2 Constitution), pink and green sphere ioun stone (+2 Charisma), pale green prism ioun stone (+1 saves, checks & attacks), puissant amulet of strength (+6 Strength)</p></blockquote><p></p>
[QUOTE="HellHound, post: 2073174, member: 3397"] Of course it can be done! The first steps can be found in the Flumphonomicon... Not quite a convoluted as one of BlackDirge's wonders, the Dark Flumph The Dark Flumph As flumphs are naturally orderly and good creatures, it was only a matter of time until even as unlikely a creature as the flumph would be tapped to become a messenger and avenger of the gods. Thus, centuries ago, deep in the underdark, did a flumph take upon the mantle of the paladin. This flumph paladin hovered about the underdark in a divine quest for vengeance, stabbing and laying low through divine acid all those who worked evil against the word of his god. But then, something changed it. Something dark and sinister took hold of his heart and began to gnaw at its convictions and morals. Perhaps it was the encounter with other paladins of the faith where the flumph saw them blessed with the mightiest of holy longswords and great swords, or the sight of so knights in shining full plate… whatever it was, it was not long thereafter that the great flumph paladin fell, and fell hard. It is said the flumph made it's own way into hell, where it fought past legions of mighty devils to seek out a powerful arch-devil. Once at the gates of this outsider's fortress, the flumph put down his weapons and sought audience with the lord of darkness. A year later, the Dark Flumph arrived upon the prime. A sinister and twisted flumph this creature was, and it hunted down those paladins who had fought in the great battles of the underdark. Soon it amassed a small rag-tag army of followers who either were entranced by the Dark Flumph's evil, or its very flumphness. Now the Dark Flumph seeks out young paladins to destroy or twist, and always grows more powerful and malignant. The Dark Flumph, male flumph Paladin 4, BlackGuard 10, Assassin 6: CR 22; Small aberration (flumph); HD 2d8+14d10+6d6+66; hp 204; Init +9; Spd 20 fly (average); AC 34 (+1 size, +5 Dex, +6 natural, +10 armor, +2 force shield) ; BAB +18; Grap +19; Atk: acid spikes (magic fang) +26 melee (1d6+8 + acid) or Shredder +29 / +24 / +19 / +14 melee (1d6+11+1d6 fire / x3 + acid + unholy); AL CE; SV Fort +23, Ref +21, Will +16; Str 14(20), Dex 20, Con 15 (17), Int 13, Wis 16, Cha 18(20). Skills: Concentration +8 (4), Diplomacy +16 (10), Disguise +10 (4), Hide +27 (20), Knowledge (religion) +6 (4), Listen +10 (6), Move Silently +15 (12), Search +6 (4), Spot +10 (6), Tumble +11 (8); Feats: Cleave, Dodge, Expertise, Mobility, Power Attack, Spring Attack, Sunder, Weapon Finesse (spikes). SA - death attack, poison use, smite good 2/day (+5 attack, +10 damage), sneak attack +6d6 SQ - aura of despair (-2 on all saves within 10 feet), command undead, detect good, lay on hands (40 pts / day), +3 saves vs poison, uncanny dodge (Dex bonus to AC, cannot be flanked), Assassin Spells Prepared (2/1/1; save DC = 11 + spell level; 20% spell failure): 1 - obscuring mist (2); 2 - undetectable alignment; 3 - invisibility. Blackguard Spells Prepared (3/3/3/1; save DC = 13 + spell level): 1 - cure light wounds (2), inflict light wounds; 2 - bull's strength, cure moderate wounds, death knell; 3 - contagion, cure serious wounds, inflict serious wounds; 4 - freedom of movement. Spells and Effects: Permanent magic fang, permanent resistance Assassin Spellbook: 1 - change self, detect poison, ghost sound, obscuring mist; 2 - alter self, darkness, pass without trace, undetectable alignment; 3 - deeper darkness, invisibility, misdirection, nondetection. Possessions: "Shredder" (+4 unholy flaming flumphspike), "Bolt" (+4 fire resistant, lightning resistant mithril flumphshell plate), ring of protection +4, ring of force shield, pink rhomboid ioun stone (+2 Constitution), pink and green sphere ioun stone (+2 Charisma), pale green prism ioun stone (+1 saves, checks & attacks), puissant amulet of strength (+6 Strength) [/QUOTE]
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