(Cydra Rogues' Gallery-My Players STAY OUT)

While we're at it, let's put in the spells they got from Marius...

These are the now-revised versions for 3.5.

MARIUS’ AGING ATTACK
Transmutation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Medium (100’ + 10’/level)
Effect: Ray
Duration: 1 minute/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

Marius’ Aging Attack fires a grey ray from your fingertip. If it hits, the victim is infused with the power of the plane of time and is effectively aged to venerable age (PH, pg. 93), suffering all appropriate aging penalties. If the victim makes a Fortitude saving throw, they are only aged one category. If a creature that is venerable is subject to this spell, a failed saving throw kills it and a successful saving throw stuns the target for one round and inflicts 1d4 points of strength and dexterity damage to it.

MARIUS’ DECONSTRUCTION
Transmutation
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Medium (100’ + 10’/level)
Target: One construct
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell will destroy a single construct or simulacrum in range so long as it does not have the Magic Immunity special quality. The construct receives a Fortitude save; if successful, it still suffers 3d6 + 1/level (maximum +20) hit points of damage.

MARIUS’ DOUBLE ACTIONS
Transmutation (Time)
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1d4 rounds

This spell allows you to take two rounds worth of actions on your turn, including two standard actions and two move-equivalent actions. If you do not otherwise move during your turn you may make two five-foot-steps, but if you do the second one is subject to attacks of opportunity. This spell does not allow you to cast additional quickened spells in the round.

Material Component: A bit of sand from the plane of Time.

MARIUS’ MOMENT
Divination
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 1 round
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject of this spell acts at just the right moment for one round, effectively taking 20 on any single d20 roll during the round.

MARIUS’ SIDESTEP
Conjuration (Teleportation)
Level: Sor/Wiz 8
Components: V
Casting Time: 1 action
Range: Personal (see text)
Target: You and touched objects weighing up to 50 lbs/level
Duration: 1 round/level

You can teleport quickly over short distances for the duration of the spell. The teleportation can be used 1/round as a move action, and once during the duration of the spell you may choose to use it instantly, even on another’s turn. If you wish to use it to avoid a blow or a spell, you must do so before the attack or effect is rolled. Using this function ends the spell prematurely.

When you teleport through Marius’ sidestep, you must be able to see the space into which you wish to teleport. Furthermore, you may only teleport to areas within Short range (25’ + 5’/2 levels).

MARIUS’ STASIS SHIELD
Abjuration
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature or Large or smaller object
Duration: 1 round/level (plus see text)
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)

The subject is protected by a shimmering silver globe of temporal energy. An unwilling subject receives a Will save (and spell resistance) to avoid being shielded. Any creature touching the shielded subject, including by attacking with a melee weapon, must make a Will save (spell resistance also applies) or be put into a state of temporal stasis that lasts for 1 minute/level.

Material Component: A bit of sand from the plane of time and a powder composed of diamond, emerald, ruby and sapphire dust with a total value of at least 5,000 gp.

MARIUS’ STUNNING CONE
Evocation (Time)
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Close (25’ + 5’/2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

A cone of silvery force drawn from the plane of time shoots from your fingertip. All creatures, up to a total hit dice equal to twice your caster level starting with the closest possible targets first, caught in the cone must make Will saves or be stunned for 2d6 rounds. (A creature immune to stunning does not count against the hit dice limit of this spell.)
 

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Oh, heck, how about the dragon's kobolds?

8 Kobold Fighters (kobold F4): CR 4; small humanoid (reptilian); HD 4d10; hp 32; Init +5; Spd 30’; AC19 (+1 size, +1 dex, +1 natural, +6 banded mail); BAB/Grapple: +4/+1; Atk +8 melee (1d6+2, shortspear +1) or +6 ranged (1d8 masterwork light crossbow); SQ darkvision 60’, light sensitivity; SV Fort +4, Ref +1, Will +0; Str 13, Dex 13, Con 10, Int 8, Wis 9, Cha 8;

Skills & Feats: Craft (trapmaking) +8, Search +1; Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Focus (shortspear).

Gear: Banded mail, shortspear +1, masterwork light crossbow, 40 bolts, backpack, purse, 40 gp

4 Kobold Skirmisher Warlocks (kobold rogue 2/sorcerer 4): CR 6; small humanoid (reptilian); HD 2d6 +4d4 + 6; hp 25; Init+3; Spd 30’; AC17 (+1 size, +1 natural, +2 masterwork leather armor, +3 dex), BAB/Grapple: +2/-3; Atk +1 melee (masterwork dagger 1d4-1), or +5 ranged (masterwork light crossbow with masterwork bolt 1d8); SA sneak attack +1d6, spells; SQ darkvision 60’, evasion, light sensitivity; SV ; Str 8, Dex 17, Con 12, Int 11, Wis 10, Cha 15;

Skills & Feats: Balance +10, Craft (trapmaking) +7, Disable Device +5, Jump +4, Open Locks +5, Search +7, Spellcraft +8, Spot +5, Tumble +5; Dodge, Mobility, Run.

Gear: Masterwork shortspear, ring of protection +2, wand of invisibility (2d10 charges if recovered), wand of fireball (2d10 charges if recovered), masterwork leather armor, masterwork light crossbow, masterwork bolts (22), silver bolts (8). golden ring set with a chip of dragon scale (worth about 7000 gp to the proper party).

Spells: The skirmisher-warlocks, as 4th-level sorcerers, know the following spells: 0 level- 6 3 1 detect magic, disrupt undead, prestidigitation, ray of frost, resistance; 1st level- charm person, magic missile,

Kleeku and Pokra, Kobold Elite Skirmishers (kobold fighter/rogue 2/6): CR 8; small humanoid (reptilian); HD 2d10 + 6d6; hp 34; Init +8; Spd 30’; AC20 (+1 size, +1 natural, +4 dex, +4 studded leather armor +1); BAB/Grapple +6/+2; Atk +13/8 melee (1d6+2/19-20, shortsword +2) or +11/6 ranged (1d6/x3 shortbow); SA sneak attack +3d6; SQ evasion, uncanny dodge, darkvision 60’, light sensitivity; SV Fort +5, Ref +9, Will +1; Str 11, Dex 18, Con 10, Int 11, Wis 9, Cha 8;

Skills & Feats: Balance +15, Climb +4, Hide +17, Jump +9, Listen +8, Move Silently +13, Search +10, Spot +8, Tumble +15; Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse.

Gear: Studded leather +1, shortsword +2, shortbow, 36 arrows, potion of cure serious wounds (3d8+5), purse (25 pp), Kleeku has a gold ring worth 150 gp.

Favrius and Enis, Maxxor’s bodyguards (kobold fighter/rogue/devoted defender 3/3/8): CR 14; small humanoid (reptilian); HD 3d10 + 3d6 + 8d12; hp; Init; Spd 30’; AC23 (+1 size, +1 natural, +4 dodge, +2 dex, +5 chain shirt +1); BAB/Grapple +13/+10; Atk +17/12/7 melee (1d8+3 longspear +2, giantbane or longspear +2, axiomatic), or +15/10/5 melee (1d6+2 shortsword +1), or +17/12/7 ranged (1d8+2 longbow with arrows +2), or +15/15/10/5 ranged (1d8+2); SA defensive strike +3 (AoO when enemy makes melee attack against charge); SQ deflect attack (Ref save at +3 vs. DC 20 + enhancement bonus to deflect one strike/round on charge), harm’s way (switch places with charge if within 10’ when attacked); SV; Str 13, Dex 15, Con 12, Int 10, Wis 8, Cha 8;

Skills and Feats: Climb +7, Jump +7, Listen +7, Search +8, Sense Motive +7, Spot +15; Alertness, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot, Quick-Draw, Weapon Focus (longspear).

Gear: Longspears +2 (Favrius’ spear, Dragon-Tongue, also possesses the bane quality against giants, while Enis’ spear, Broken Wheel, has the axiomatic property), shortswords +1, chain shirts +1, masterwork longbows, 30 each arrows +2, potions of cure light wounds, cat’s grace, protection from electricity (2), fly (divide potions among them as desired), purses (each holds 4d10 pp).

Maxxor, Kobold Half-Dragon Sorcerer (half-dragon kobold sor 8/wiz 1/dimesionalist 5): CR 16; small humanoid (reptilian); HD 14d4+31; hp 66; Init +6; BAB/Grapple +6/+5; Atk +10/+5 melee (1d4+4 dagger +1) or +9 ranged (1d4+3 masterwork dagger); SA Spells, breath weapon (30’ cone of shadowy evil; inflicts two negative levels, Ref half DC 12, Fort DC 12 removes); SQ create pocket 5/day, dimension slide 1/day (as move-equivalent action, disappear and reappear up to 50’ away within line of sight), dimension door 1/day as a free action, darkvision 60’, light sensitivity, low-light vision, immunities (sleep, paralysis, negative energy); SV Fort +5, Ref +5, Will +12; Str 16, Dex 15, Con 14, Int 16, Wis 5, Cha 18 (20 with scarf);

Skills & Feats: Concentration +19, Decipher Script +15, Knowledge (arcana) +13, Knowledge (mathematics) +11, Knowledge (the planes) +13, Spellcraft +20; Greater Spell Focus (transmutation), Improved Initiative, Scribe Scroll, Spell Focus (transmutation), Toughness.

Gear: Bracers of armor +4, ring of protection +2, scarf of charisma +2, wand of enervation (23 charges remaining), dagger +1, potions of cure serious wounds (2), expeditious retreat, alter self and lesser restoration, four scrolls (lightning bolt, protective shock, chain lightning), (circle of death, globe of invulnerability), (dispel exhaustion, horrible wound, teleport), (summon monster VII, puncture), purse (holds 23 gp, 15 sp, 5 cp, 8 pp, 3 jacinths worth 100 gp each and a fiery-orange opal worth 5000 gp), spell component pouch, 3 masterwork daggers, flask of excellent wine, spellbook (contains all 0-level spells, plus all the 1st-level sorcerer and wizard spells listed below, plus the following: shocking grasp, chill touch, mage armor, feather fall, hold portal and hypnotism.

Spells: Maxxor can cast spells as a 12th-level sorcerer (base save DC 15 + spell level, 19 + spell level for transmutations). Sorcerer spells per day: 6 8 7 7 7 6 3; spells known( 9 5 5 4 3 2 1): 0 level- dancing lights, detect magic, disrupt undead, ghost sound, mage hand, open/close, prestidigitation, ray of frost, resistance; 1st level- burning hands, expeditious retreat, magic missile, obscuring mist, shield; 2nd level- bend path, Melf’s acid arrow, mirror image, rope trick, shatter; 3rd level- bisect, fly, haste, lightning bolt; 4th level- ice storm, lesser globe of invulnerability, polymorph other; 5th level- bestow curse, cone of cold; 6th level- flesh to stone.

He can also cast spells as a 1st-level wizard (base save DC 13 + spell level, 17 + spell level for transmutations). His wizard spells prepared are: 0 level- arcane mark, flare, mending; 1st level- comprehend languages, identify.
 

the Jester said:
What, Zweiter? Not that I know of; I just tried to think of funny fairy names at random (although Humboldt was obviously inspired by the killer weed).

If it's pronounced like sweeter, then go look through some Rammstien song lyrics
 

Felenga, the Dark One

This is Felenga at full power. After having been double-whammied by the Deleter, I doubt whether he'll ever achieve this level of power again. Note also that these are 3.0 stats. ;)

[color=EE6699]Felenga, the Dark One[/color]

Medium Undead
Race: Ex-human lich
Class: Necromancer
Level: 35

CR: 47

Str: 29 plus bull's strength
Dex: 34 plus cat's grace
Con: -
Int: 68 plus five-times empowered fox's cunning
Wis: 47
Cha: 43

HD: 35d12 (280 hp)
AC: 60 (+12 natural, +8 armor, +16 deflection, +14 dex)
BAB: +23/18
Initiative: +16 plus cat's grace
Speed: 30'

Attack: Touch +33 (1d8+5 negative energy, Will DC 43 half; also, Fort save DC 43 or permanently paralyzed); or horns +33 melee (2d6+9/19-20); or rust monster tentacle +33 touch (rusting, Ref save DC 43 avoids)
Full Attack: Touch +33 (1d8+5 negative energy, Will DC 43 half; also, Fort save DC 43 or permanently paralyzed) plus horns +28 melee (2d6+4/19-20) plus 2 rust monster tentacles +28 touch (rusting, Ref save DC 43 avoids)

Special Attacks:
Fear Aura- Will save, DC 43, or creatures with less than 5 HD are affected as if by a fear spell, caster level 35.

Special Qualities:
Antimagic Eye- as a beholder's central eye; in the center of his chest
+4 turn resistance
Undead qualities
DR 15/bludgeoning and magic
Immunity to electricity, cold and polymorphing

Fort: +25
Ref: +52
Will: +47

Skills: Balance +33, Bluff +35, Decipher Script +75, Diplomacy +35, Hide +33, Intimidate +35, Knowledge (arcana, religion, the planes, undead) +75, Listen +37, Move Silently +33, Scry +75, Sense Motive +37, Spellcraft +88, Spot +37, Swim +29, Tumble +33.

Feats: Combat Reflexes, Empower Spell, Extend Spell, Forge Ring, Great Fortitude, Greater Spell Focus (necromancy), Greater Spell Penetration, Improved Initiative, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (spellcraft), Spell Focus (necromancy), Spell Penetration.

Epic Feats: Epic Spell Focus (necromancy), Epic Spell Penetration, Epic Spellcasting, Improved Spell Capacity (x5), Spell Stowaway (polymorph self), Spellcasting Harrier.

Gear: Bracers of Armor +8, Cloak of Resistance +5, Rod of Terror, Staff +5, ghost touch, mortalbane, Rings of Protection +4 and Earth Elemental Command, Daern's Instant Fortress, Helm of Knowing Movement, Wands of Dispel Magic (10th level caster) (33 charges), Fireball (10th level caster) (15 charges), and Magic Missile (9th level caster, 50 charges).

Spells:
5/13/12/12/12/12/11/11/11/11/7/7/7/7/6

(Prohibited School: Enchantment. Base save DC: 39 + spell level, 45 + spell level for Necromancy.)

Typical Spell List:
0 level- Disrupt undead, ghost sound, prestidigitation (2), read magic;
1st level- Magic missile (4), metamorphose liquids (2), obscuring mist, pain transfixation (2), ray of enfeeblement (2), shield (2)
2nd level- Bull's strength, cat's grace, ghoul touch, glitterdust (2), invisibility, knock (2), mirror image, see invisibility, whispering wind, wizard lock
3rd level- Fireball (2), gentle repose, haste, lightning bolt (2), sleet storm, slow (2), tongues, vampiric touch
4th level- Enervation (2), fire shield (2), fly (extended), negative energy wave, phantasmal killer, polymorph other, stoneskin (2), wall of fire, wall of ice
5th level- Cone of cold, dismissal, fly (double extended), lightning bolt (empowered), protection from elements (double extended), seeker missiles (4), stone shape, wall of force, wall of iron
6th level- Chain lightning, cloudkill (extended), contingency, Forest's fiery constrictor, greater dispelling, magesurge, Otiluke's resilient sphere (silent, extended), shatter (quickened) (2), stoneskin (double extended) (2)
7th level- Control undead (3), finger of death, greater dispelling (silent) (2), negative energy ray (triple empowered) (4), plane shift
8th level- Horrid wilting, magesurge (empowered), Nirrighan's dismemberment, puncture (4), superior teleportation (4)
9th level- Chain contingency, meteor swarm (2), power word Kill (2), primatic sphere (2), shape change, soul bind, time stop, wail of the banshee, wish
10th level- dominate monster (silent), globe of invulnerability (quickened), horrid wilting (empowered) (2), puncture (empowered) (2), wall of force (quickened, silent)
11th level- Chain lightning (double empowered, silent), circle of death (quickened), energy drain (empowered), finger of death (quickened), forcecage (quickened) (2), foresight (extended, silent)
12th level- Etherealness (quickened), fox's cunning (five-times empowered), ghostform (quickened, silent, double extended), incendiary cloud (quickened), maze (quickened), Otiluke's freezing sphere (triple empowered), screen (quickened)
13th level-Horrid wilting (quickened), polymorph any object (quickened), superior teleportation (quickened) (2), wish (double-empowered) (3)
14th level- Chain lightning (quadruple-empowered), energy buffer (quickened, double-empowered), enervation (quintuple-empowered) (2), meteor swarm (quickened), Mordenkainen's disjunction (quickened).

*Note that the double-extended protection from elements allows Felenga to constantly maintain protection from fire, acid and sonic in effect.
 
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Okay, that just seems sick. Why didn't he just kill all of them instead of messing with the pretty plot device? Doesn't this one Mordenkainen's disjunction (quickened). just say it all? [grin]

I mean, fire that off followed by meteor swarm (quickened) and maybe let the Chain lightning (quadruple-empowered) pound whatever dust remains into its component atoms.

looking down at the stats for Lester, I see that his +28 with Felix Optima can't really get to his AC60 without at least one of those numbers being boosted/reduced...

or, conversely, I guess I'm just totally out of touch with what PCs in the low 20s of level can do. I've never GM'd at that level, so that wouldn't surprise me at all.

whew. wow. cool though, but wow.

john
 

Greybar said:
Okay, that just seems sick. Why didn't he just kill all of them instead of messing with the pretty plot device? Doesn't this one Mordenkainen's disjunction (quickened). just say it all? [grin]

I mean, fire that off followed by meteor swarm (quickened) and maybe let the Chain lightning (quadruple-empowered) pound whatever dust remains into its component atoms.

looking down at the stats for Lester, I see that his +28 with Felix Optima can't really get to his AC60 without at least one of those numbers being boosted/reduced...

or, conversely, I guess I'm just totally out of touch with what PCs in the low 20s of level can do. I've never GM'd at that level, so that wouldn't surprise me at all.

whew. wow. cool though, but wow.

john

Well you see, his goal wasn't to defeat the pcs- he'd pretty much written them off as insignificant until they hit him with the Deleter the first time, and that changed things dramatically (lowering just about everything up there substantially, lowering his CR to a 'mere', er, 38 I think? I'd have to check...)

No, pretty much nobody could hurt him without a lot of extra magical goodness, but they'd learned that in their previous encounter with him so that's why they had the humungous air elemental pull the grapple trick... boom! A hittable target, though just barely and only with all the extra goodies they piled on to things...

Felenga was after the Great Device, he wanted to break it and steal victory back for Tharizdun by destroying the reborn/recreated Nature. (The whole plot is very convoluted, ultimately...) He was really only a single action away from catastrophic success; were it not for the antimagic shell that blasted him out of it, he would've used that quickened Mordenkainen's disjunction on the device next round. :) So it was really a just-in-the-nick thing for the pcs.

My players have a knack for overcoming even the worst odds with brilliant strategems. I'm pretty sure they can handle anything I throw at them- though sometimes it's because the villain in question has better things to do than pay attention to their gnat-like presence. ;) But as the party nears Epic levels, they are going to start drawing more of that attention. In fact, I suspect that some of their past actions (the killing of Imix) will lead to multiplanar repercussions...
 

The Dark Shadow

The Dark Shadow
Large Undead (Extraplanar)
Hit Dice: 21d12 (178 hp)
Initiative: +6
Speed: 40', fly 60' (good)
Armor Class: 32, touch 10, flat-footed 30
Base Attack/Grapple: +10/+34
Attack: Incorporeal slam +24 melee (2d6+16)
Full Attack: 2 incorporeal slams +24 melee (2d6+16)
Space/Reach: 15'/15'
Special Attacks: Crush item, desecrating aura, evil gaze, spell-like abilities, summon undead
Special Qualities: Aversion to daylight, DR 15/silver and magic, darkvision 60', ghostly form, immunity to cold, SR 29, telepathy 100', undead traits
Saves: Fort +11, Ref +11, Will +19
Abilities: Str 38, Dex 14, Con -, Int 20, Wis 20, Cha 18
Skills: Concentration +28, Diplomacy +6, Hide +18, Knowledge (arcana) +29, Listen +29, Move Silently +26, Search +29, Sense Motive +29, Spellcraft +31, Spot +29, Survival +5 (+7 following tracks)
Feats: Cleave, Combat Expertise, Combat Reflexes, Great Fortitude, Hold the Line, Improved Disarm, Improved Initiative, Power Attack
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 20
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 22-31 HD (Huge), 32-42 HD (Gargantuan)
Level Adjustment: -

A dark shadow appears as just that- a dark shadow. It is virtually formless, though it can be as tangible as it wishes, mixing terrible strength with a ghostly form that is nearly impossible to damage.

Crush Item (Su): A dark shadow can destroy any weapon or item of up to Huge size by crushing it between its hands. A nightwalker must disarm an opponent before it can crush her weapon. The item may make a Fort save, DC 34, to resist destruction. The save DC is Str-based.

Evil Gaze (Su): Fear, 30'; Will save, DC 24, or be paralyzed with fear for 1d8 rounds. The save DC is Cha-based.

Ghostly Form (Su): The dark shadow is treated as if is corporeal or incorporeal, whichever is better (similar to ghost touch weapons). Thus, it gains a natural armor bonus and strength bonus, but enemies must roll a miss chance, nonmagical weapons cannot hurt it, etc.

Spell-Like Abilities (Sp): At will- contagion, deeper darkness, detect magic, greater dispel magic, haste, see invisibility, unholy blight; 3/day- confusion, hold monster, invisibility; 1/day- cone of cold, finger of death, plane shift. Caster level 21; save DCs are Cha-based.

Summon Undead (Su): 1/night can summon undead: 7-12 shadows, 2-5 greater shadows or 1-2 dread wraiths. The undead arrive in 1d10 rounds and serve for one hour or until released.


Dm's Comments: This guy is basically a nightwalker with the ghostly form ability and a few other minor changes. The combination of him and the trap was very deadly, but the party barrelled on through pretty effectively.
 
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The Purported Lich

This is the guy all covered in runes and stuff that the party whacked amazingly easily.

THE ‘PURPORTED’ LICH (from ToH 18)

Spellstitched Human Corpse Creature Monk 15
Medium Undead

Hit Dice: 15d12 (111 hp)
Initiative: +2
Speed: 80’ (spring attack)
Armor Class: 31 (+2 natural, +2 dex, +3 monk, +5 wis, +5 deflection, +4 armor), touch 25, flat-footed 29
Base Attack/Grapple: +11/+12
Attack: Unarmed strike +15 melee (2d6+3/19-20 plus stunning fist)
Full Attack: Unarmed strike +15/+15/+15/+10/+5 melee (2d6+3/19-20 plus stunning fist) (including flurry of blows at no penalty)
Space/Reach: 5’/5’
Special Attacks: Flurry of blows, ki strike (magic, lawful), spell-like abilities, unarmed strike
Special Qualities: Abundant step (dimension door 2/day), DR 10/magic and silver, darkvision 60’, diamond body, evasion, purity of body, quivering palm (DC 22), SR 25, still mind, slow fall 70’, turn resistance +2, wholeness of body (30 hp/day), undead traits
Saves: Fort +16, Ref +18, Will +19
Abilities: Str 17, Dex 14, Con -, Int 6, Wis 20, Cha 7
Skills: Balance +4, Jump +5, Listen +23, Spot +23, Tumble +20
Feats: Deflect Arrows, Dodge, Great Fortitude, Improved Critical (unarmed strike), Improved Trip, Lightning Reflexes, Mobility, Spring Attack, Stunning Fist (15/day, DC 22), Weapon Focus (unarmed strike)
Challenge Rating: 18
Alignment: Chaotic Evil

Spell-Like Abilities (Sp): 3/day- magic missile, scorching ray; 1/day- acid spheres, disintegrate, dispel magic, fireball, Otiluke’s resilient sphere, see invisibility, shield, stoneskin, waves of fatigue.
 



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