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<blockquote data-quote="Magus Darkholme" data-source="post: 235804" data-attributes="member: 3120"><p>Here is the Karasuman, or raven demon. Up next, the sniper of Goth <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> .</p><p></p><p><strong>KARASUMAN</strong></p><p><strong>Large outsider (Evil)</strong></p><p><strong>Hit dice:</strong> 15d8+45 (112hp)</p><p><strong>Initiative:</strong> +9 (+5dex, +4improved initiative)</p><p><strong>Speed:</strong> 30ft; fly 80ft (good)</p><p><strong>AC:</strong> 19 (-1size, +5dex, +5natural)</p><p><strong>Attacks:</strong> 2claw+18 melee, bite+16 melee, or 2wing+16 melee</p><p><strong>Damage:</strong> Claw 2d4+4, bite 1d8+2, wing 1d4+2</p><p><strong>Face/reach:</strong> 5ft by 5ft/10ft</p><p><strong>Special attacks:</strong> Wing blades, spell-like abilities, summon tanar'ri, summon raven</p><p><strong>Special qualities:</strong> Raven empathy, tanar'ri qualities, damage reduction 20/+2, SR 20</p><p><strong>Saves:</strong> Fort+12, ref+14, will+12</p><p><strong>Abilities:</strong> Str 18, dex 20, con 16, int 16, wis 16, cha 14</p><p><strong>Skills:</strong> Hide+20, move silently+20, spot+20, listen+20, search+18, sense motive+13, bluff+12, intimidate+12, diplomacy+12, concentration+13, spellcraft+13, knowledge (the planes)+13, knowledge (arcane)+13, knowledge (religion)+13</p><p><strong>Feats:</strong> Improved initiative, alertness, combat reflexes, multi-attack</p><p><strong>Climate/terrain:</strong> Any land and underground</p><p><strong>Organization:</strong> Solitary or flock (2-4 karasuman plus 5-20 ravens)</p><p><strong>Challenge rating:</strong> 15</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Always chaotic evil</p><p><strong>Advancement:</strong> 16-25HD (large), 26-30HD (huge)</p><p></p><p>Karasuman, or raven demon, is from the 68th layer of the Abyss, and frequently travels to the material plane to torment intelligent beings.</p><p>A karasuman looks like a cross between a humanoid and a raven. It has the body of a humanoid, but with long, talon-like claws for hands. The head is a mix of a ravens and a humans, with the face of a man, but the beak of a raven. It has two large bird-like wings that, along with the rest of its body, are covered with black feathers.</p><p>Karasuman live to torment mortals. They love to swoop down and snatch unsuspecting victims in their claws, fly high into the sky, and drop them to the ground. They frequently command ravens to attack and torment travelers on lonely highways just for the enjoyment of seeing their terror ridden faces.</p><p>Karasuman can speak and understand common, abyssal, infernal, and celestial.</p><p></p><p><strong>COMBAT</strong></p><p>Karasuman usually attack by swooping down at foes and slashing at them with their claws. If there is a large group of opponents or if an enemy proves too powerful, it will use its wing blade attack and spell-like abilities while staying out of harms way.</p><p></p><p><strong><em>Summon Tanar'ri (Sp):</em></strong> A karasuman can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another karasuman with a 20% chance of success.</p><p></p><p><strong><em>Summon Ravens (Sp):</em></strong> A karasuman can automatically summon 3d6+2 ravens or 1d4 dire ravens. This ability works just like Summon Tanar'ri.</p><p></p><p><strong>Tanar'ri Qualities:</strong> </p><p>Immunities: Tanar'ri are immune to poison and electricity.</p><p>Resistances: Tanar'ri have cold, fire, and acid resistances of 20.</p><p>Telepathy (Su): Tanar'ri can communicate telepathically with any creature within 100ft that has a language.</p><p></p><p><strong><em>Wing Blades (Su):</em></strong> Taking a full round action, a karasuman can shoot blade like energy bolts from its wings that are shaped like feathers. The barrage travels in a cone, with a distance of 50ft, which deals 10d6 points of damage; reflex (DC 19) half.</p><p></p><p><strong><em>Spell-like Abilities:</em></strong> At will - burning hands, chaos hammer, charm person, confusion, death knell, deeper darkness, desecrate, detect good, dispel magic, enlarge, mirror image, reverse gravity, shatter and unholy blight. 7/day - lightning bolt, and flame arrow. These abilities are as the spells cast by a 10th level sorcerer. Save DC = 12 + spell level.</p><p>A karasuman can also teleport without error (self plus 50lbs of objects only) at will as the spell cast by a 12th level sorcerer.</p></blockquote><p></p>
[QUOTE="Magus Darkholme, post: 235804, member: 3120"] Here is the Karasuman, or raven demon. Up next, the sniper of Goth ;) . [b]KARASUMAN[/b] [b]Large outsider (Evil)[/b] [b]Hit dice:[/b] 15d8+45 (112hp) [b]Initiative:[/b] +9 (+5dex, +4improved initiative) [b]Speed:[/b] 30ft; fly 80ft (good) [b]AC:[/b] 19 (-1size, +5dex, +5natural) [b]Attacks:[/b] 2claw+18 melee, bite+16 melee, or 2wing+16 melee [b]Damage:[/b] Claw 2d4+4, bite 1d8+2, wing 1d4+2 [b]Face/reach:[/b] 5ft by 5ft/10ft [b]Special attacks:[/b] Wing blades, spell-like abilities, summon tanar'ri, summon raven [b]Special qualities:[/b] Raven empathy, tanar'ri qualities, damage reduction 20/+2, SR 20 [b]Saves:[/b] Fort+12, ref+14, will+12 [b]Abilities:[/b] Str 18, dex 20, con 16, int 16, wis 16, cha 14 [b]Skills:[/b] Hide+20, move silently+20, spot+20, listen+20, search+18, sense motive+13, bluff+12, intimidate+12, diplomacy+12, concentration+13, spellcraft+13, knowledge (the planes)+13, knowledge (arcane)+13, knowledge (religion)+13 [b]Feats:[/b] Improved initiative, alertness, combat reflexes, multi-attack [b]Climate/terrain:[/b] Any land and underground [b]Organization:[/b] Solitary or flock (2-4 karasuman plus 5-20 ravens) [b]Challenge rating:[/b] 15 [b]Treasure:[/b] Standard [b]Alignment:[/b] Always chaotic evil [b]Advancement:[/b] 16-25HD (large), 26-30HD (huge) Karasuman, or raven demon, is from the 68th layer of the Abyss, and frequently travels to the material plane to torment intelligent beings. A karasuman looks like a cross between a humanoid and a raven. It has the body of a humanoid, but with long, talon-like claws for hands. The head is a mix of a ravens and a humans, with the face of a man, but the beak of a raven. It has two large bird-like wings that, along with the rest of its body, are covered with black feathers. Karasuman live to torment mortals. They love to swoop down and snatch unsuspecting victims in their claws, fly high into the sky, and drop them to the ground. They frequently command ravens to attack and torment travelers on lonely highways just for the enjoyment of seeing their terror ridden faces. Karasuman can speak and understand common, abyssal, infernal, and celestial. [b]COMBAT[/b] Karasuman usually attack by swooping down at foes and slashing at them with their claws. If there is a large group of opponents or if an enemy proves too powerful, it will use its wing blade attack and spell-like abilities while staying out of harms way. [b][i]Summon Tanar'ri (Sp):[/i][/b] A karasuman can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another karasuman with a 20% chance of success. [b][i]Summon Ravens (Sp):[/i][/b] A karasuman can automatically summon 3d6+2 ravens or 1d4 dire ravens. This ability works just like Summon Tanar'ri. [b]Tanar'ri Qualities:[/b] Immunities: Tanar'ri are immune to poison and electricity. Resistances: Tanar'ri have cold, fire, and acid resistances of 20. Telepathy (Su): Tanar'ri can communicate telepathically with any creature within 100ft that has a language. [b][i]Wing Blades (Su):[/i][/b] Taking a full round action, a karasuman can shoot blade like energy bolts from its wings that are shaped like feathers. The barrage travels in a cone, with a distance of 50ft, which deals 10d6 points of damage; reflex (DC 19) half. [b][i]Spell-like Abilities:[/i][/b] At will - burning hands, chaos hammer, charm person, confusion, death knell, deeper darkness, desecrate, detect good, dispel magic, enlarge, mirror image, reverse gravity, shatter and unholy blight. 7/day - lightning bolt, and flame arrow. These abilities are as the spells cast by a 10th level sorcerer. Save DC = 12 + spell level. A karasuman can also teleport without error (self plus 50lbs of objects only) at will as the spell cast by a 12th level sorcerer. [/QUOTE]
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