And as promised, the stats for the Arrows start here!
We'll start with Cluma. Please note that all Arrow of Law stats will reflect their condition at the start of this most epic battle.
CLUMA---- CR 24
N.B. Cluma has the following spells and effects going at the start of combat:
CL 28th-
fly, shape change, shield of law, wind walk (all produced by the
Rod of Seven Parts).
CL 10th-
haste (Marius),
freedom of movement (elixir).
CL 26th (from Prayzose)-
mass death ward, disjunction buffer
Male human sorcerer 1/fighter 9/guardian of order 14
LN medium humanoid (human, lawful)
Init +5;
Senses detect chaos, Listen -1, Spot -1
Languages Peshan, Forinthian
----
AC 38 (+6 sacred vs. Chaotic outsiders), touch 16, flat-footed 37; heavy fortification,
shield of law
Hit Dice 1d4 + 9d10 +14d12 +96 (270 hp)
Resist acid 30, cold 30, electricity 30, fire 30, sonic 30;
SR 25 (vs. chaotic spells or spells cast by chaotic creatures only)
Immune death, gifts of Chaos, mental influence,
Mordenkainen’s disjunction;
freedom of movement
Fort +23,
Ref +14,
Will +17; +6 against all Chaotic spells; evasion
----
Speed 40 ft. (8 squares), fly 60 ft. (12 squares)
Melee bastard sword +41/41/36/31/26 (1d10+21 plus 1d6 cold/17-20[+2d8] plus 1d10 cold and 2d6 vs. chaotic creatures)
Range composite longbow +25/25/20/15/10 (1d8+7/x3)
Base Atk +21 epic;
Grp +31;
freedom of movement
Space 5 ft.;
Reach 5 ft.
Atk Options Bounding Assault, Power Attack, smite chaos 7/day, Spring Attack
Combat Gear The Rod of Seven Parts (fully assembled),
wand of fireballs (CL 10th; 25 charges),
potion of cure serious wounds (CL 15) (3),
elixir of heal (CL 15),
wand of ray of enfeeblement (CL 15th; 7 charges)
Class Spells Known (CL 1):
--1st level-
protection from chaos, true strike;
--0th level-
arcane mark, daze, detect magic, ray of frost.
Spell-like Abilities (CL 24): 2/day-
dispel chaos.
----
Str 30 (includes +4 inherent bonus),
Dex 13,
Con 18,
Int 10,
Wis 8 (includes +2 inherent bonus),
Cha 22
Feats Bounding Assault, Dodge, Exotic Weapon Proficiency (bastard sword), Extra Smiting, Greater Weapon Focus (bastard sword), Improved Critical (bastard sword), Improved Initiative, Leadership, Mobility, Power Attack, Severe Critical, Spring Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Epic Feats Epic Weapon Focus (bastard sword), Epic Weapon Specialization (bastard sword)
Skills Climb +18, Concentration +13, Diplomacy +32, Intimidate +22, Jump +18, Ride +13, Sense Motive +7, Swim +18
Possessions helmet of charisma +6, +4 heavy fortification full plate armor, +5 icy burst axiomatic deadly [+2d8] bastard sword, +2 mighty(+5) composite longbow, +3 heavy steel shield, ring of universal energy resistance 30, bracers of endurance +4, belt of giant strength +6, ring of evasion, amulet of natural armor +5, 60 arrows, +2 adamantine bastard sword, cold iron +1 holy bastard sword.
Shield of Law: As long as this spell is in effect, anyone striking Cluma in melee must make a Will save, DC 28, or be slowed.
The Rod of Seven Parts: Details redacted due to potential ongoing campaign relevence