(Cydra Rogues' Gallery-My Players STAY OUT)

All right- after many requests, I've decided to give in and post the stats to one of the Arrows of Law. The reason why I have chosen to do this with this particular Arrow of Law will become apparent soon enough...


Note: At the beginning of combat, Dekrasode has the following spells/effects in play:

CL 15- Exquisite matter, true seeing, ultimate concentration, elasticity, fire shield, stoneskin, Jerakai’s embrace, bear’s endurance, bull’s strength, eagle’s splendor, mirror image, see invisibility, mage armor, shield, detect magic;

CL 10 (from Marius)- haste

CL 26 (from Prayzose)- mass death ward, disjunction buffer

DEKRASODE---- CR 30
Male wyrm blue dragon aristocrat 3/legendary dreadnought 6
LE gargantuan dragon (earth)
Init +4 (Combat Reflexes); Senses blindsense 60’, darkvision 120’, detect magic, keen senses, scent, see invisibility, true seeing; Listen +51, Spot +46
Aura frightful presence 330’
Languages Draconic, Thulian (extinct), Forinthian, (six more)
-----
AC 59, touch 7, flat-footed 49; fire shield (cold flame; 1d6+15), 7 mirror images
Hit Dice 45d12 + 3d8 + 492 (850 hp); DR 20/magic, 15/adamantine (150 points) and 3/-
Fast Healing 3
Immune death, electricity, magic missiles, Mordenkainen’s disjunction, sleep and paralysis
Resist half damage from fire (no damage on successful Ref save); SR 29
Fort +32, Ref +25, Will +33; unmovable 1/day
-----
Speed 70 ft., burrow 50 ft., fly 230 ft. (clumsy)
Melee bite +56/56 (4d6+25/19-20) and 4 claws +56 (2d8+8) and 2 wings +56 (2d6+8) and tail slap +56 (2d8+25)
Base Atk +42; Grp +75
Space 20 ft. (exquisite matter); Reach 25 ft. (30 ft. with bite)
Atk Options crush, tail sweep, unstoppable 2/day
Combat Gear wand of cure serious wounds (CL 15th; 33 charges), wand of fireballs (CL 10th; 29 charges), ioun stone (gives +2 enhancement bonus to con), scroll (mass heal, true resurrection, miracle)
Special Attack breath weapon
Special Actions sound imitation
Sorcerer Spells Known (CL 15, save DC 20):

7th level (5/day)*- exquisite matter, greater teleport;

6th level (8/day)*- disintegrate, greater dispel magic, true seeing;

5th level (8/day)*- lower resistance, summon monster V, ultimate concentration, wall of force;

4th level (8/day)***- bonebreak, elasticity, fire shield, stoneskin;

3rd level (8/day)*- blink, clairaudience/clairvoyance, Jerakai’s embrace, major image;

2nd level (9/day)*****- bear’s endurance, bull’s strength, eagle’s splendor, mirror image, see invisibility;

1st level (9/day)**- alarm, mage armor, magic missile, shield, unseen servant;

0th level (6/day)- detect magic, ghost sound, light, mage hand, mending, message, prestidigitation, read magic, resistance.

*Each asterisk indicates one spell that has already been cast. The number per day indicated does not account for pre-cast spells (so, for example, Dekrasode begins play with 5 remaining 4th-level spells for the day).

Spell-like Abilities (CL 15): 3/day- create/destroy water, ventriloquism; 1/day- hallucinatory terrain, veil.
-----
Str 44, Dex 10, Con 30, Int 28, Wis 24, Cha 31
Feats Ability Focus (breath weapon), Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Multiattack, Leadership, Maximize Breath, Multiattack, Power Attack, Quicken Breath, Recover Breath, Shock Wave
Epic Feats: Epic Prowess, Fast Healing
Skills Balance +4, Bluff +52, Concentration +69 (ultimate concentration), Diplomacy +56, Disguise +52 (+56 acting in character), Escape Artist +39, Forgery +20, Hide +23, Intimidate +65, Jump +21, Knowledge (history) +48, Listen +51, Search +48, Sense Motive +46, Sleight of Hand +4, Spellcraft +54, Spot +46, Survival +7 (+11 tracking), Swim +24, Tumble +25 ½, Use Magic Device +61, Use Rope +0 (+4 if involving bindings)
Possessions combat gear plus amulet of natural armor +5, ring of protection +4
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Frightful Presence (Ex): Whenever Dekrasode attacks, charges or flies overhead, all creatures of 48 HD or less within 330’ must make Will saving throws (DC 38) or become shaken for 4d6 rounds.

Breath Weapon (Su): Dekrasode’s breath weapon is a 120’ line of lightning that deals 22d8 points of electricity damage (Ref half, DC 40). After he uses his breath weapon, he must wait 1d4-1 rounds (minimum 1) before using it again.

Dekrasode has several metabreath feats. He can maximize his breath weapon, which adds +3 rounds to its recharge time. He can quicken his breath, allowing him to use it as a free action, which adds +4 rounds to its recharge time. He cannot use both metabreath feats at once.

Crush (Ex): As a standard action, Dekrasode can land on opponents, using his whole body to crush them. This attack only works on Medium and smaller creatures. All such creatures must make Ref saves, DC 40, or be pinned and suffer 4d6+25 points of damage. If Dekrasode chooses to maintain his pin on them, treat this as a normal grapple. Each round, he deals crush damage again to all pinned victims.

Tail Sweep (Ex): As a standard action, Dekrasode can sweep a half-circle with a radius of 30’ (extending from any intersection in his space) with his tail. All small and smaller creatures affected suffer 2d6+25 points of damage (Ref half, DC 40).

Unmovable (Ex): Dekrasode can take a +20 bonus to a check to avoid being grabbed via the improved grab ability, a str check to avoid the effects of a bull rush, trip or similar effect, a str check against any one effect that would move him physically or any one saving throw.

Unstoppable (Ex): Dekrasode can take a +20 bonus to a str check to break a barrier. It can also be applied to a single attack roll.
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Dekrasode’s Spells

Exquisite Matter
Transmutation
Level: 7
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

This spell changes you into a strange form of exquisite matter. While not incorporeal, you do not need a significant amount of space to move and act normally. Even a colossal creature can act normally in an area big enough only for one tiny creature.

While in this form of exquisite matter, you will fill a space up to your normal size and no larger. You may fill oddly shaped areas (a gargantuan creature in a 5’x20’ hall would fill the whole thing, for example). You may freely overlap the spaces of other creatures without hindrance to yourself; they, however, are considered to be squeezing.

Note: Dekrasode has been a figure in my campaign since about session #6 or thereabouts (the introduction of Rajah). We are around session 715 now.
 
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Krafus said:
Thanks (and if Dekrasode is representative of the Arrows of Law, then I think the party might be outmatched).

Now, more! :)

Maybe after tonight's game! ;)

This battle has stretched out for about 5-6 sessions now... :eek:
 

Hey J,

I'm wondering if you have stats and background on the Eyebrarian that you'd ben willing to post here. I want to use the Eyebrarian in my version of Sigil. I'm looking for anything and everything, including any connections it has. (BTW, is the Eyebrarian a "he/she" or an "it"?

Cheers!

KF72
 

Knightfall1972 said:
Hey J,

I'm wondering if you have stats and background on the Eyebrarian that you'd ben willing to post here. I want to use the Eyebrarian in my version of Sigil. I'm looking for anything and everything, including any connections it has. (BTW, is the Eyebrarian a "he/she" or an "it"?

Cheers!

KF72

I haven't needed stats, so I haven't generated them. I picture it (not he or she) as a mid-level wizard with extraordinary abilities at divination. In my game it doesn't have very many connections- Boccob is fairly new on the scene, actually- but I would assume that the ones it does have are scholars, sages, booksellers and the like.

Hope this helps! :)
 

the Jester said:
I haven't needed stats, so I haven't generated them. I picture it (not he or she) as a mid-level wizard with extraordinary abilities at divination. In my game it doesn't have very many connections- Boccob is fairly new on the scene, actually- but I would assume that the ones it does have are scholars, sages, booksellers and the like.

Hope this helps! :)
Thanks for the info. I figured you didn't have any stats for it, but I was hoping you had a bit of a writeup on its past and and its "shop".
 

Cluma is probably the weakest of the Arrows of Law.

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

This artifact was forged eons ago by the forces of Law to assist them in overcoming the powers of Chaos arrayed against them. The rod of seven parts is composed of seven distinct pieces that fit together in order.

The individual pieces of the rod grant the following powers: 1st piece- cure serious wounds 1/day; 2nd piece- slow 1/day; 3rd piece- haste 1/day; 4th piece- gust of wind 5/day; 5th piece- true seeing, 20 rounds/day, free action to activate or deactivate; 6th piece- hold monster 1/day; 7th piece- heal 1/day. Each piece also throbs and points to the next piece in sequence.

A creature that begins assembling the rod gains the following powers as assembly progresses: two pieces- fly at will; three pieces- Gain SR 20 or +4 to existing SR; four pieces- control winds 2/day; five pieces- shape change 2/day; six pieces- wind walk 1/day; completely assembled- restoration 1/day, constant shield of Law.

The Rod of Seven Parts changes anyone using any of its powers to absolute Lawful Neutrality. All previous allegiances are forgotten as total devotion to Law sets in. Furthermore, any time any of its powers (except constant powers) is used, there is a 5% chance the entire thing splinters into its component parts and they all teleport away.

All powers and abilities of the Rod of Seven Parts have a caster level of 20 + the number of pieces assembled (so a single piece has a CL 21 while the fully assembled Rod has a CL 27). All saving throw DCs are 20 + spell level.
 

Jester,

Man you have some awsome stuff here. How do your players stay alive with this kind of stuff in there way? But I guess being on session 7XX they would be epic level maybe? Anyway, thank for the stuff and I look forward to more.
 

Cluma may be the weakest, but he has the Rod of Seven Parts.

Oh, and I find his Diplomacy+32 incongruous with his Int of 10 and his Wis of 8. I know, the rules don't care what those two stats are, but I've always viewed them as vital for a successful diplomat - IMO, you need brains and awareness when negotiating.

Unless you have an army at your back, of course. But then, it becomes intimidation. :p

Here's hoping the next one you stat up is Marius. But of course, knowing this, you'll make him the last, won't you, Mr. Rat Bastard DM? ;)
 


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