(Cydra Rogues' Gallery-My Players STAY OUT)

Blaesing, one third of the Dim Triad

Here's Blaesing, who happily pulled the ambush and almost got a tpk by himself... of course, this is before his unfortunate petrification. :(

BLAESING (Medium Undead)
Female Human Vampire Rogue 5/Assassin 10
Hit Dice: 15d12 (100 hp)
Initiative: +10
Speed: 30’
Armor Class: 27 (+6 natural, +5 armor, +6 dex) plus 10% miss chance, touch 16, flat-footed 21 plus 10% miss chance
Base Attack/Grapple: +10/+14
Attack: Slam +14 melee (1d6+6 plus energy drain); or +3 keen longsword +17 melee (1d8+7); or masterwork mighty (+2) shortbow +18 ranged (1d6+3 plus 1d4 sonic plus deafness howling arrows)
Full Attack: Slam +14/9 melee (1d6+6 plus energy drain); or +3 keen longsword +17/12 melee (1d8+7); or masterwork mighty (+2) shortbow +18/13 ranged (1d6+3 plus 1d4 sonic plus deafness howling arrows)
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, death attack (DC 25), dominate (DC 22), create spawn, energy drain (DC 22), sneak attack +8d6, spells
Special Qualities: Alternate form, DR 10/silver and magic, evasion, fast healing 5, gaseous form, improved uncanny dodge, resistance to cold 10 and electricity 10, spider climb, trap sense +1, trapfinding, turn resistance +4, undead traits, vampire weaknesses
Saves: Fort +7, Ref +17, Will +7 plus spell turning
Abilities: Str 19, Dex 22, Con -, Int 21 (with headband), Wis 10, Cha 20
Skills: Balance +8, Bluff +36, Climb +5 (+7 when involving rope), Diplomacy +9, Disguise +17 (+19 acting in character), Escape Artist +6 (+8 when involving rope), Hide +34, Intimidate +15, Jump +7, Listen +20, Move Silently +34, Search +25, Sense Motive +20, Sleight of Hand +21, Spot +20, Survival +0 (+2 when following tracks), Tumble +21, Use Rope +18
Feats: Alertness, Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Improved Feint, Improved Initiative, Lightning Reflexes, Sidestep, Stealthy
Challenge Rating: 17
Alignment: Chaotic evil

Gear: Headband of intellect +2, keen longsword +3, boots of speed, Blaesing’s cloak of compensation (+3 resistance bonus to Fort and Will saves, dimension door as a standard action 1/day, grants 10% miss chance), masterwork mighty (+2) shortbow, 24 silver arrows, 24 howling arrows (arrows +1, deal +1d4 sonic damage, those struck must make a Fort save, DC 15, or be deafened for ten minutes), potion of invisibility, potion of bull’s strength, potion of eagle’s splendor, ring of spell turning, Deception (scarf, grants +5 competence bonus to Bluff; uses amulet slot), bracers of armor +5

Spells Per Day: 5/4/4/4; base save DC 15 + spell level.

Spells Known:
1st level- Disguise self, ghost sound, obscuring mist, true strike;
2nd level- Cat’s grace, darkness, invisibility, undetectable alignment;
3rd level- Magic circle against good, Malford’s dopplegangment, misdirection, nondetection;
4th level- Clairaudience/clairvoyance, dimension door, freedom of movement, greater invisibility.
 

log in or register to remove this ad

Sidestep

This is the feat Sidestep that Blaesing (above) has.

SIDESTEP (General)
You can adjust your position when enemies are not prepared to respond to you.
Benefit: You may take a 5’ step in lieu of an attack of opportunity as long as not opponent threatening you is not provoking an attack of opportunity. This sidestep does not count as your attack of opportunity for the round. You may not sidestep in a round in which you have already taken a 5’ step since your last action began.
 

Balthazar the Bookkeeper

BALTHAZAR THE BOOKKEEPER
Imp expert 3
Tiny Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 3d8+3d6 (23 hp)
Initiative: +3
Speed: 20’, fly 50’ (perfect)
Armor Class: 20 (+2 size, +3 dex, +5 natural), touch 11, flat-footed 17
Base Attack/Grapple: +5/-3
Attack: Sting +8 melee (1d4-2 plus poison)
Full Attack: Sting +8 melee (1d4-2 plus poison)
Space/Reach: 2 ½’/0’
Special Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, DR 5/good or silver, darkvision 60’, fast healing 2, immunity to poison, resistance to fire 5
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 7, Dex 17, Con 10, Int 15, Wis 16, Cha 13
Skills: Diplomacy +10, Hide +17, Knowledge (arcana) +8, Knowledge (the planes) +11, Listen +14, Move Silently +9, Profession (bookkeeper) +9, Search +8, Sleight of Hand +6, Spellcraft +8, Spot +14, Survival +3 (+5 following tracks), Tumble +6
Feats: Alertness, Dodge, Weapon Finesse
Environment: Nine Hells
Organization: Solitary
Challenge Rating: 3
Treasure: Gold leaf covered writing quill (25 gp value)
Alignment: Lawful Evil

Balthazar is a typical imp, a little pudgy about the midsection, with a very large nose. He has an unusual talent for bureaucracy and thus has been pressed into the service of Mammon, keeping the books for his infernal lordship.

Combat:
Balthazar would rather flatter, bribe or threaten his way out of conflicts than fight. If forced into a fight, he’ll try to turn invisible and flee, perhaps giving a single poke of the tail stinger first. His natural weapons, or any weapons he is forced to wield, count as evil and lawful for purposes of overcoming DR.

Poison (Ex): Injury, Fort DC 13, initial damage 1d4 dex, secondary damage 2d4 dex; the save DC is con-based and includes a +2 racial bonus.

Spell-Like Abilities: At will- detect good, detect magic, invisibility (self only); 1/day- suggestion (DC 14). The save DC is cha-based. One per week Balthazar can commune with Mammon, asking six questions (otherwise caster level 12).

Alternate Form (Su): Balthazar can polymorph into the form of a rat or a raven as a standard action. This ability otherwise works like a polymorph spell, except that the change does not restore any lost hit points to him. Treat this effect as if its caster level is 12.
 

The Vestige of Moil

THE VESTIGE
Advanced Paragon Caller In Darkness Variant
Gargantuan Undead (Incorporeal)
Hit Dice: 26d12+312 (624 hp)
Initiative: +9
Speed: 90’, fly 120’ (good)
Armor Class: 38 (-4 size, +9 dex, +7 deflection, +12 insight, +12 luck) plus incorporeal
Base Attack/Grapple: +13/+61
Attack: Incorporeal touch +40 melee (4d6+20 plus steal essence)
Full Attack: 4 incorporeal touches +40 melee (4d6+20 plus steal essence)
Space/Reach: 20’/20’
Special Attacks: Engulf, psionics, spell-like abilities, steal essence
Special Qualities: Daylight powerlessness, DR 15/epic, fast healing 20, incorporeal, resistance to cold 10 and fire 10, SR 37, turn resistance +2, undead traits, unnatural aura
Saves: Fort +24, Ref +31, Will +34
Abilities: Str -, Dex 29, Con -, Int 29, Wis 29, Cha 40
Skills: Bluff +39, Concentration +24, Hide +32, Intimidate +44, Knowledge (arcana) +22 ½, Knowledge (local- Moil, psionics) +33, Listen +50, Psicraft +33, Search +48, Sense Motive +48, Spellcraft +33, Spot +50, Tumble +33
Feats: Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Great Fortitude, Improved Initiative, Improved Natural Weapon (touch), Mental Adversary, Quicken Spell-Like Ability (fear)
Epic Feats: Epic Fortitude, Epic Reflexes
Environment: Moil, the City that Waits
Organization: Solitary
Challenge Rating: 27
Alignment: Neutral evil

Long ago, there was a city that worshiped Orcus, Demon Prince of the Undead. Orcus was a cruel and unforgiving master, but the people of his city were fervent in their devotion to him and were blessed with his favor.

Moil was the name of this city.

One day, a new god came in secret to some of Moil’s people. This god was almost the antithesis of Orcus; he was a god of the sun, of the light, of goodness. Surely once Orcus discovered the new followers of this god he would crush them utterly; but they worked in secret, converting others to hope in secret hallowed areas where the name of the Prince of the Undead had never been spoken. The following grew for several years before Orcus became aware of its existence, and then it was too late to crush it in one fell swoop. He destroyed those he found and set hunters loose to find the rest, but they made more converts, secret cells of light-followers.

The sun god’s following grew.

Eventually, they became powerful enough to oppose Orcus’ priests openly, and much street warfare ensued. In the end, the city of Moil turned from its dark god and cast down the powerful cleric who ruled the city (he was called the Wand, in honor of Orcus’ dread talisman of power).

And Orcus was wroth.

As the citizens of Moil slept the night after their victory over Orcus’ Wand, the demon prince laid a terrible curse upon it: that its citizens should sleep until they see the light of the sunrise.

Then, horrible in his rage and power, Orcus tore Moil from its native world of Ranais and pushed it to the very border of the Plane of Negative Energy. Much of the city broke away and tumbled into the Void as Moil balanced precariously above utter destruction.

“HERE YOU SHALL STAY!!” Orcus boomed, bluish flames burning all across his body in his wrath. “FOR HERE THERE IS NO SUNRISE!! YOU SHALL REMAIN AS A TESTAMENT TO THE WRATH OF ORCUS!!!”

And with that, Orcus left the City That Waits to its terrible fate.

The Moilians froze over. Negative energy seeped in to their forms, filling many of them with a terrible version of undeath, hungry for life force to feed upon. Worse still, their trapped, dreaming souls, unable to escape, were bound up by Orcus’ curse into a terrible, terrible thing- the Vestige.

Combat
The Vestige is a dangerous opponent. It can simply engulf its enemies, using its ability to use fear as a free action to divide any opponents it might have up. The Vestige is very nearly an unbeatable foe, except for the most powerful adventurers.

Engulf (Ex): The vestige may simply flow over as many creatures as will fit within its body, exposing each to its steal essence ability.

Psionics (Sp): At will- clairaudience/clairvoyance, detect psionics, fatal attraction (DC 1d20+37), mass concussion, suggestion (DC 1d20+35); manifester level 48. Attack/Defense Modes: all/all.

Spell-Like Abilities (Sp): at will- fear (DC 51); 3/day- greater dispelling, haste, see invisibility; caster level 15.

Steal Essence (Su): Any creature engulfed or touched by the Vestige must make a Will saving throw (DC 41) or suffer 1d6 points of Intelligence damage. A creature that is killed or has any of its mental attributes reduced to 0 by the Vestige is absorbed into the screaming mass of souls. The body remains behind, but the soul is lost. Only a wish or miracle (or the death of the Vestige) can free the soul to allow resurrection.

Daylight Powerlessness (Ex): The vestige is utterly powerless in daylight or in the light of the wand of days. In sunlight the vestige can only take a single move or move-equivalent action each round.
 

Jester,

I've quite enjoyed reading this thread. Would u mind if a used a few in my campaign which is about to begin in two weeks?

I always stat out all significant NPC's beforehand because I never know what my players are going to do. They're a crazy bunch of cats. Many of your creations could save me a lot of work.

Thx
 

Help yourself! I have a lot more npcs and monsters that will eventually get posted here, but usually not til they pop up in the story hours... ;0
 

Faericles

FAERICLES, LORD HIGH EXULTANT OF MOIL
Moilian Swordwraith Fighter 13
Medium Undead (cold)
Hit Dice: 23d12+23 (196 hp)
Initiative: +1
Speed: 20’
Armor Class: 32 (+10 natural, +11 armor, +1 dex), touch 11, flat-footed 31; all plus Combat Expertise
Base Attack/Grapple: +18/+52
Attack: The Blade Perilous +59 melee plus/minus mastery, power attack and/or combat expertise (2d6+28) –add +2 to hit and +2d6+2 plus 1d4 con damage against fighters, barbarians, paladins and blackguards.
Full Attack: The Blade Perilous +59/54/49/44 melee plus/minus mastery, power attack and/or combat expertise (2d6+28) –add +2 to hit and +2d6+2 plus 1d4 con damage against fighters, barbarians, paladins and blackguards.
Space/Reach: 5’/5’
Special Attacks: Aura of cold, constant insight, life drain
Special Qualities: Cold subtype, DR 10/magic and slashing, parasitism, SR 20, turn resistance +2
Saves: Fort +11, Ref +8, Will +12
Abilities: Str 39, Dex 13, Con -, Int 17, Wis 13, Cha 24
Skills: Balance +3, Bluff +20, Diplomacy +11, Disguise +7 (+9 acting in character), Intimidate +35, Jump +42, Listen +8, Sense Motive +14, Sleight of Hand +3, Spot +8, Tumble +15
Feats: Cleave, Combat Expertise, Dodge, Great Cleave, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Bull Rush, Improved Sunder, Improved Toughness, Mobility, Power Attack, Spring Attack, Weapon Focus (greatsword), Weapon Mastery (greatsword), Weapon Specialization (greatsword)
Epic Feats: Epic Weapon Focus
Challenge Rating: 26
Alignment: Lawful Evil

Gear: The Blade Perilous, mithral full plate +3, ring of spell resistance (grants SR 20)

When using his full Wall of Swords style (max power attack and expertise) his AC is 50, and his primary attack is at +23-25 (depending on how he allocates his mastery) for 2d6+64... assuming he’s not fighting a warrior type!

Aura of Cold (Su): A Moilian with at least one hit point constantly projects an aura of numbing cold around itself. On its turn each round, each creature within 30’ suffers 3d6 hit points of damage and must make a Fortitude save (DC 28) or be frozen in place and paralyzed by an icy coating for 1d4+1 minutes.

Constant Insight (Su): A Moilian has a +20 insight bonus on attack rolls. It is not subject to a miss chance due to concealment.

Life Drain (Su): Any creature within 20’ of a Moilian creature suffers 1d4 points of Con drain each round (no save) on its turn. For each point of Con a Moilian drains, it gains 5 hp (to a maximum of 12 per hit die). A Moilian’s life drain ability even works if it is reduced to 0 hit points or less, unless it is killed by fire, acid or disintegration.

Parasitism (Su): A Moilian loses 1 hp per day. It collapses at 0 hit points. A Moilian becomes active again as soon as its hit points rise to 1 or higher. Such a creature survives only by absorbing the life force of others (as noted above).


The Blade Perilous: This magical greatsword is extremely potent. Designed to defeat warriors, the sword is intelligent, aligned, and willful. It is forged of cold iron, with the face of Orcus set in the tang. The hilt is designed to resemble the butt of Orcus’ dreaded wand.

The Blade Perilous is +3 and glows a ghastly red, shedding shadowy illumination in a 10’ radius. The blade can see invisible objects within 10’ and can bestow such ability upon its wielder if it so chooses. It can also entrance 3/day if the wielder swings it overhead in at least two full circuits. The glowing red pattern created causes all creatures looking at it to make a Will save (DC 20) or become fascinated for as long as the blade is swung overhead, plus 1d4 rounds thereafter (or until attacked). The number of hit dice entranced can be up to thrice the wielder’s base attack, or twice that for the Lord High Exultant.

When fighting against a fighter, warrior, barbarian, paladin or blackguard, the Blade Perilous increases in potency. It has the Bane property against all such targets (increases to +5 enhancement bonus and does an extra 2d6 hp of damage upon hitting). Furthermore, any hit on such a target deals 1d4 point of Con damage unless the target makes a Fort save (DC equal to the damage dealt).

The Blade Perilous has an Intelligence of 15, a Wisdom of 18, a Charisma of 18 and an Ego of 31. It can communicate telepathically with its wielder or any creature with a language within 30’; it may exclude its wielder from a telepathic conversation if it wishes. It is Chaotic Neutral and tends to be reckless and ruthless in its pursuit of warrior-types.
 

So I need some ideas, if anyone who reads this thread is interested in helping me out here...

One of the things that the party's mostly overlooked is that their killing of Imix is likely to start a war on the elemental plane of Fire between forces seeking to replace him. I'd like to be able to differentiate them- I don't just want big elementals as the contenders, though I am considering making one of them a paragon elder fire elemental. :)

Anyway, I'd love some ideas here. The party, of course, is pretty damn epic-level at this point, with two or three of the pcs still below 20th level but mostly because they don't play as often as the others, and the top of the heap around 22nd level right now (prolly 23rd after I give xp for last game!).
 

All right, here's the start of my fleshing out of some of the post-Imix power players. This is a rough draft of one faction. I posted this in the homebrews forum as well, but since it relates directly to the question at hand I thought I'd cut n paste it in here as well.

The idea here is that one faction consists of elementals altered by the Crimson Bask, and their leader will be a superior example of their kind (maybe a fighter, sorcerer, or blackguard, haven't decided yet), prolly around CR 25ish.

One of the other ideas I'm mulling is an efreet aristocrat/mortal hunter. He'd hunt mortals for sport. Dunno, still mulling over the myriad possibilities for the most part.

Anyway, here's the crimsonkindl.

CRIMSONKINDL
Large Elemental (Extraplanar, Fire)
Hit Dice: 24d8+240 (348 hp)
Initiative: +15
Speed: 60’
Armor Class: 41 (-1 size, +15 dex, +17 natural), touch 24, flat-footed 26
Base Attack/Grapple: +18/+37
Attack: Flame sword +35 melee (2d10+22 plus 3d6 fire) or flame bolt +32 ranged touch (5d6 fire)
Full Attack: Flame sword +35/30/25 melee (2d10+22 plus 3d6 fire) or flame bolt +32/27/22 ranged touch (5d6 fire)
Space/Reach: 5’/10’
Special Attacks: Command fire elementals, spell-like abilities, weapon-like attacks
Special Qualities: DR 10/-, immunity to fire, SR 31, vulnerability to cold
Saves: Fort +18, Ref +29, Will +15
Abilities: Str 40, Dex 40, Con 30, Int 16, Wis 16, Cha 21
Skills: Balance +32, Climb +35, Diplomacy +38, Disguise +5 (+7 acting in character), Intimidate +34, Jump +27, Listen +15, Sense Motive +30, Sleight of Hand +17, Spot +15, Tumble +30
Feats: Cleave, Greater Weapon Focus (flame sword), Improved Bull Rush, Point Blank Shot, Power Attack, Rapid Shot, Weapon Focus (flame sword)
Epic Feats: Epic Weapon Focus (flame sword), Epic Will
Environment: Elemental Plane of Fire (Crimson Garden)
Organization: Solitary, candle (2-5), torch (6-15), bonfire (16-35 plus 20-80 large fire elementals) or conflagration (36-95 plus 100-400 large fire elementals plus 10-40 huge fire elementals plus 10-40 lesser flame snakes)
Challenge Rating: 21
Treasure: Standard
Alignment: Often neutral evil
Advancement: By character class
Level Adjustment:-

Some sort of living flame stands before you. Though its form flickers and dances, it maintains recognizable features, looking similar to a human or elf made of fire.

Crimsonkindl are a powerful, war-like race of fire elementals from a place called the Crimson Garden on the Elemental Plane of Fire. It is said that the Crimson Garden contains a powerful artifact called the Crimson Bask crafted ages ago by the very first Archomental of Fire. Those elementals born in its radiance are much stronger than their common kin, both in mind and in body. With the recent destruction of Imix in the Temple of Elemental Evil, the crimsonkindl are queuing up to try to replace him.

Combat
Crimsonkindl are capable of a wide variety of different combat forms. Against prime opponents, they will typically open combat with their spell-like abilities. They like to divide the battlefield and are very effective at doing so with their wall of fire ability.

Command Fire Elementals (Su): 6/day a crimsonkindl can attempt to gain control over fire elementals in its vicinity. This works just as if the crimsonkindl was a cleric turning undead, except it affects only elementals with the fire subtype and affected elementals are commanded (just like undead commanded by an evil cleric).

Spell-Like Abilities: At will- fireball, fire trap, flame jump, invisibility, pyrotechnics, see invisibility, wall of fire; 3/day- detect thoughts, displacement, fire storm, fly, haste, meteor swarm, persistent image; caster level 24th; save DCs 15 + spell level.

Weapon-Like Attacks: The crimsonkindl’s natural attacks should be treated as manufactured weapons for purposes such as iterative attacks and as both natural and manufactured weapons for purposes of what spells they may be subject to.

Skills: Crimsonkindl get a +10 racial bonus on Balance, Climb and Jump checks.
 

Here are a couple of the contenders to succeed Imix... rough drafts so far, natch. Any feedback would be appreciated.


SHAXLIXOSTITH
Paragon Elder Fire Elemental

Hit Dice: 24d8+552 (744 hp)
Initiative: +24
Speed: 180’
Armor Class: 60 (-2 size, +20 dex, +8 natural, +12 insight, +12 luck), touch 52, flat-footed 40
Base Attack/Grapple: +18/+60
Attack: Slam +62 melee (2d8+33 plus 2d8 fire)
Full Attack: 2 slams +62 melee (2d8+33 plus 2d8 fire)
Space/Reach: 15’/15’
Special Attacks: Burn, spell-like abilities
Special Qualities: DR 10/-, darkvision 60’, fast healing 20, immunity to fire, resistance to cold 10, SR 58, vulnerability to cold
Saves: Fort +31, Ref +44, Will +28
Abilities: Str 37, Dex 50, Con 33, Int 21, Wis 26, Cha 29
Skills: Balance +22, Bluff +22 ½, Diplomacy +26 ½, Disguise +9 (+11 acting in character), Intimidate +24 ½, Jump +15, Knowledge (the planes) +18 ½, Listen +36, Search +18 ½, Sense Motive +21 ½, Sleight of Hand +22, Spot +36, Survival +8 (+10 on other planes or following tracks), Tumble +33 ½
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative (B), Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon Finesse (B), Weapon Focus (slam)
Environment: Elemental Plane of Fire
Organization: Solitary plus six greater fire elementals
Challenge Rating: 33
Treasure: Standard
Alignment: Neutral evil

Description:

Combat:

Burn (Ex): A creature hit by Shaxlixostith, or hitting it with a natural weapon, must make a Reflex save, DC 39, or catch on fire and burn for 1d4 rounds.

Spell-Like Abilities (Sp): 3/day- greater dispel magic, haste, see invisibility; caster level 15.

PASHA AMHARI IFROOBIL
Noble Efreet Aristocrat/Mortal Hunter 8/10

Large Outsider (Extraplanar, Fire)
Hit Dice: 12d8 + 8d8 + 10d10 + 104 (260 hp)
Initiative: +7
Speed: 20’, fly 40’ (perfect)
Armor Class: (-1 size, +3 dex, +12 natural, +3 deflection)
Base Attack/Grapple: +28/+44
Attack: Stormthrower +x ranged (2d6+x) or Eruption +x melee (2d6+x/15-20)
Full Attack:
Space/Reach: 10’/10’
Special Attacks: Change size, heat, spell-like abilities
Special Qualities: Darkvision 60’, fast healing 5, plane shift, resistance to cold 40, telepathy 100’
Saves: Fort 17, Ref 13, Will 17
Abilities: Str 34, Dex 17, Con 18, Int 12, Wis 19, Cha 32
Skills: Bluff +43, Craft (weapons) +14, Concentration +32 (+36 casting on the defensive), Diplomacy +42, Disguise +11 (+13 acting), Intimidate +30, Listen +21, Move Silently +16, Sense Motive +30, Spellcraft +28, Spot +21, Survival (29 ranks)
Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Far Shot, Improved Initiative (B), Quicken Spell-Like Ability (fireball), Mortalbane, Point Blank Shot, Rapid Shot, Track
Epic Feats: Epic Prowess, Fast Healing
Challenge Rating: 21
Treasure: Mithral breastplate +4 of heavy fortification, Stormthrower (mighty composite longbow +4, bane vs. humans, elves and dwarves), ring of cold resistance 40, ring of protection +3, 36 arrows of volcanic glass (count as masterwork), 24 arrows +1, animal bane, 12 arrows +1, magical beast bane, 12 arrows +1, dragon bane, Eruption (keen flaming frost falchion +4)
Alignment: Lawful Evil

This efreet seems tall and imposing. Hung all about with quivers, he wears a necklace of finger bone trophies. He leans on a large bow of some sort of black, glossy substance. A dramatic cloak emblazoned with a burning bowl swirls about him as he moves abruptly.

Combat:

Spell-Like Abilities: At will- brightfire, detect magic, fireball, flare, produce flame, pyrotechnics, scorching ray; 3/day- continual flame, delayed blast fireball, dimension door, greater invisibility, wall of fire; 1/day- gaseous form, permanent image, polymorph (self only), grant up to three wishes to a non-genie that defeats him in combat. Caster level 24th; save DCs are 21 + spell level.



As always, any feedback and/or ideas is/are encouraged...
 
Last edited:

Remove ads

Top