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<blockquote data-quote="the Jester" data-source="post: 1536549" data-attributes="member: 1210"><p><strong>THE DARKWEAVER OF MOIL</strong></p><p>Advanced Darkweaver Assassin 7</p><p>Large Aberration</p><p>Hit Dice: 27d8+7d6+102 (235 hp)</p><p>Initiative: +4</p><p>Speed: 20’, climb 20’</p><p>Armor Class: 27 (+4 dex, +4 deflection, +10 natural, -1 size), touch 23, flat-footed 23</p><p>Base Attack/Grapple: +25/+38</p><p>Attack: Tentacle rake +33 melee (1d6+9)</p><p>Full Attack: 6 tentacle rakes +33 melee (1d6+9) and bite +28 melee (1d9+9 plus 2d4 str)</p><p>Space/Reach: 10’/10’ (15’ with tentacles)</p><p>Special Attacks: Death attack (DC 19), improved grab, poison use, shadow strands (base DC 16), sneak attack +4d6, spell-like abilities, spells, strength damage (bite; doubles on a critical hit)</p><p>Special Qualities: All-around vision (can’t be flanked), darkvision 60’, DR 15/magic, fast healing 3, improved uncanny dodge, shadow jump, shadowstuff armor, SR 25, sunlight vulnerability, tentacle regeneration, uncanny dodge, undetectable alignment</p><p>Saves: Fort +18 (+21 vs. poison), Ref +21, Will +20</p><p>Abilities: Str 28, Dex 18, Con 16, Int 15, Wis 16, Cha 18</p><p>Skills: Climb +32 (can always take 10), Concentration +18, Diplomacy +4 (+6 against evil creatures), Hide +45, Intimidate +4 (+6 against evil creatures), Listen +41, Move Silently +33, Search +21, Spot +24, Survival +3 (+5 when following tracks)</p><p>Feats: Ability Focus (shadow strands), Alertness, Combat Expertise, Combat Reflexes, Evil Brand (BoVD), Greater Ability Focus (shadow strands), Improved Disarm, Improved Trip, Power Attack</p><p>Epic Feats: Epic Ability Focus (shadow strands), Epic Fortitude, Epic Reflexes</p><p>Challenge Rating: 21</p><p>Alignment: Neutral Evil</p><p></p><p><strong>Spell-Like Abilities:</strong> 3/day- confusion (DC 17), darkness, deeper darkness, suggestion (DC 16), tongues, web (DC 15); 1/day- shadow walk.</p><p> </p><p><strong>Spells:</strong> As a 7th-level assassin, the Darkweaver of Moil can cast 4/3/2 per day (having already cast undetectable alignment). It knows the following spells (DC 12 + spell level): 1st level- ghost sound, sleep, stupor (BoVD), true strike; 2nd level- cat’s grace, fox’s cunning, invisibility, undetectable alignment; 3rd level- false life, Malford’s dopplegangment, nondetection. </p><p></p><p><strong>Tactics:</strong> As creatures enter the darkweaver’s web it will prepare with invisibility, cat’s grace, fox’s cunning and nondetection. When creatures are a round away it will cast true strike. A Listen check (DC 15 +1/10’ of distance) will allow pcs to hear the spells being cast as whispery voices in the distance; a successful Spellcraft check may allow the identification of the spells being cast.</p><p></p><p>If possible, the darkweaver will make an assassination attempt (using its death attack to paralyze). </p><p></p><p><strong>The Trap:</strong> When the tower starts shaking, the pcs will twelve minutes to escape before the tower collapses into the Negative Material Plane.</p></blockquote><p></p>
[QUOTE="the Jester, post: 1536549, member: 1210"] [b]THE DARKWEAVER OF MOIL[/b] Advanced Darkweaver Assassin 7 Large Aberration Hit Dice: 27d8+7d6+102 (235 hp) Initiative: +4 Speed: 20’, climb 20’ Armor Class: 27 (+4 dex, +4 deflection, +10 natural, -1 size), touch 23, flat-footed 23 Base Attack/Grapple: +25/+38 Attack: Tentacle rake +33 melee (1d6+9) Full Attack: 6 tentacle rakes +33 melee (1d6+9) and bite +28 melee (1d9+9 plus 2d4 str) Space/Reach: 10’/10’ (15’ with tentacles) Special Attacks: Death attack (DC 19), improved grab, poison use, shadow strands (base DC 16), sneak attack +4d6, spell-like abilities, spells, strength damage (bite; doubles on a critical hit) Special Qualities: All-around vision (can’t be flanked), darkvision 60’, DR 15/magic, fast healing 3, improved uncanny dodge, shadow jump, shadowstuff armor, SR 25, sunlight vulnerability, tentacle regeneration, uncanny dodge, undetectable alignment Saves: Fort +18 (+21 vs. poison), Ref +21, Will +20 Abilities: Str 28, Dex 18, Con 16, Int 15, Wis 16, Cha 18 Skills: Climb +32 (can always take 10), Concentration +18, Diplomacy +4 (+6 against evil creatures), Hide +45, Intimidate +4 (+6 against evil creatures), Listen +41, Move Silently +33, Search +21, Spot +24, Survival +3 (+5 when following tracks) Feats: Ability Focus (shadow strands), Alertness, Combat Expertise, Combat Reflexes, Evil Brand (BoVD), Greater Ability Focus (shadow strands), Improved Disarm, Improved Trip, Power Attack Epic Feats: Epic Ability Focus (shadow strands), Epic Fortitude, Epic Reflexes Challenge Rating: 21 Alignment: Neutral Evil [b]Spell-Like Abilities:[/b] 3/day- confusion (DC 17), darkness, deeper darkness, suggestion (DC 16), tongues, web (DC 15); 1/day- shadow walk. [b]Spells:[/b] As a 7th-level assassin, the Darkweaver of Moil can cast 4/3/2 per day (having already cast undetectable alignment). It knows the following spells (DC 12 + spell level): 1st level- ghost sound, sleep, stupor (BoVD), true strike; 2nd level- cat’s grace, fox’s cunning, invisibility, undetectable alignment; 3rd level- false life, Malford’s dopplegangment, nondetection. [b]Tactics:[/b] As creatures enter the darkweaver’s web it will prepare with invisibility, cat’s grace, fox’s cunning and nondetection. When creatures are a round away it will cast true strike. A Listen check (DC 15 +1/10’ of distance) will allow pcs to hear the spells being cast as whispery voices in the distance; a successful Spellcraft check may allow the identification of the spells being cast. If possible, the darkweaver will make an assassination attempt (using its death attack to paralyze). [b]The Trap:[/b] When the tower starts shaking, the pcs will twelve minutes to escape before the tower collapses into the Negative Material Plane. [/QUOTE]
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