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<blockquote data-quote="the Jester" data-source="post: 1562415" data-attributes="member: 1210"><p><strong>Terristigulth</strong></p><p></p><p>The only thing this guy got to do was have his <em>contingency</em> triggered. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> </p><p></p><p><strong>TERRISTIGULTH</strong></p><p>Zovvut Sorcerer 16</p><p>Hit Dice: 10d8+16d4+104</p><p>Initiative: </p><p>Speed: 30’, fly 50’ (average)</p><p>Armor Class: (+1 dex, +9 natural, +5 deflection)</p><p>Base Attack/Grapple: +18/+21</p><p>Attack: Claw +13 melee (1d12+3)</p><p>Full Attack: 2 claws +13 melee (1d12+3)</p><p>Space/Reach: 5’/5’</p><p>Special Attacks: Draining gaze (DC 21), spell-like abilities (DC 16 + spell level), spells</p><p>Special Qualities: Contingency (brings fiendish quickening into play as soon as anyone attacks or casts a spell at Terristigulth), create spawn, DR 10/good, darkvision 60’, immunity to poison and electricity, resistance to acid 10, cold 10 and fire 10, SR 31</p><p>Saves: Fort (12), Ref (12)+4, Will (17)</p><p>Abilities: Str 21, Dex 13, Con 19, Int 14, Wis 16, Cha 22</p><p>Skills: Bluff +33, Concentration +31, Diplomacy +17, Hide +14, Intimidate +13, Listen +22, Move Silently +14, Search +15, Sense Motive +16, Spellcraft +31, Spot +22</p><p>Feats: Alertness, Dodge, Greater Spell Focus (evocation), Improved Concentration, Mobility, Spell Focus (evocation), Spell Penetration, Spring Attack</p><p>Epic Feats: Epic Reflexes</p><p>Challenge Rating: 20</p><p>Treasure: Girdle of Dark Might (gives +4 enhancement bonus to str, con, cha; evil aligned, Ego 24; Int 10, Wis 16, Cha 12; communicates dark messages of evil to its wearer only), ring of protection +5, ring of displacement (12 rounds/day, standard action to activate)</p><p>Alignment: Chaotic evil</p><p></p><p><strong>Spell-Like Abilities (Sp):</strong> At will- clairaudience/clairvoyance, darkness, desecrate, detect good, detect thoughts, doom, suggestion, teleport without error (self plus 50 lbs of objects only). Caster level 12th; save DC 16 + spell level.</p><p></p><p><strong>Spells Per Day:</strong> 6 8 8 7 7 7 7 5 3. Base Save DC = 16 + spell level (18 + spell level for Evocations). Spells Known: 0 level- acid splash, arcane mark, detect magic, ghost sound, mage hand, prestidigitation, quicksober, ray of frost,* wizard glue; 1st level- bite spirit, burning hands,* magic missile,* ray of enfeeblement, shield; 2nd level- command undead, gust of wind, Melf’s acid arrow, mirror image, scorching ray*; 3rd level- cruel disappointment (BoVD), fireball,* hold person, slow; 4th level- damning darkness,* shout,* shroud of ash, wrack; 5th level- cone of cold,* dismissal, dread blast,* seeker missiles*; 6th level- chain lightning*, contingency,* fiendish quickening; 7th level- fiendish clarity, prismatic spray;* 8th level- puncture.</p><p></p><p><strong>Strategy:</strong> As soon as he’s attacked, Terristigulth’s contingency will be triggered. He’ll try to keep himself at a distance and fire off his powerful spells, trying out such lovelies as prismatic spray, puncture, cone of cold and dread blast. If he gets hit in the first round, he’ll teleport to gain some distance to try to buff up with mirror image and shield. He’ll try to slow the group within a couple of rounds and try to dismiss the toughest-seeming fighter-type. With his resistances and SR, he’s likely to be much less worried by spellcasters.</p><p></p><p><strong>DREAD BLAST</strong></p><p>Evocation [Evil]</p><p>Level: Clr 6, Sor/Wiz 5</p><p>Components: V, S, DF</p><p>Casting Time: 1 standard action</p><p>Range: Close (25’+ 5’/2 levels)</p><p>Effect: 5’ wide line of energy</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex half</p><p>Spell Resistance: Yes</p><p></p><p>This spell inflicts 4d6 points of vile damage on all creatures within the line. See the Book of Vile Darkness for information on vile damage.</p></blockquote><p></p>
[QUOTE="the Jester, post: 1562415, member: 1210"] [b]Terristigulth[/b] The only thing this guy got to do was have his [i]contingency[/i] triggered. :( [b]TERRISTIGULTH[/b] Zovvut Sorcerer 16 Hit Dice: 10d8+16d4+104 Initiative: Speed: 30’, fly 50’ (average) Armor Class: (+1 dex, +9 natural, +5 deflection) Base Attack/Grapple: +18/+21 Attack: Claw +13 melee (1d12+3) Full Attack: 2 claws +13 melee (1d12+3) Space/Reach: 5’/5’ Special Attacks: Draining gaze (DC 21), spell-like abilities (DC 16 + spell level), spells Special Qualities: Contingency (brings fiendish quickening into play as soon as anyone attacks or casts a spell at Terristigulth), create spawn, DR 10/good, darkvision 60’, immunity to poison and electricity, resistance to acid 10, cold 10 and fire 10, SR 31 Saves: Fort (12), Ref (12)+4, Will (17) Abilities: Str 21, Dex 13, Con 19, Int 14, Wis 16, Cha 22 Skills: Bluff +33, Concentration +31, Diplomacy +17, Hide +14, Intimidate +13, Listen +22, Move Silently +14, Search +15, Sense Motive +16, Spellcraft +31, Spot +22 Feats: Alertness, Dodge, Greater Spell Focus (evocation), Improved Concentration, Mobility, Spell Focus (evocation), Spell Penetration, Spring Attack Epic Feats: Epic Reflexes Challenge Rating: 20 Treasure: Girdle of Dark Might (gives +4 enhancement bonus to str, con, cha; evil aligned, Ego 24; Int 10, Wis 16, Cha 12; communicates dark messages of evil to its wearer only), ring of protection +5, ring of displacement (12 rounds/day, standard action to activate) Alignment: Chaotic evil [b]Spell-Like Abilities (Sp):[/b] At will- clairaudience/clairvoyance, darkness, desecrate, detect good, detect thoughts, doom, suggestion, teleport without error (self plus 50 lbs of objects only). Caster level 12th; save DC 16 + spell level. [b]Spells Per Day:[/b] 6 8 8 7 7 7 7 5 3. Base Save DC = 16 + spell level (18 + spell level for Evocations). Spells Known: 0 level- acid splash, arcane mark, detect magic, ghost sound, mage hand, prestidigitation, quicksober, ray of frost,* wizard glue; 1st level- bite spirit, burning hands,* magic missile,* ray of enfeeblement, shield; 2nd level- command undead, gust of wind, Melf’s acid arrow, mirror image, scorching ray*; 3rd level- cruel disappointment (BoVD), fireball,* hold person, slow; 4th level- damning darkness,* shout,* shroud of ash, wrack; 5th level- cone of cold,* dismissal, dread blast,* seeker missiles*; 6th level- chain lightning*, contingency,* fiendish quickening; 7th level- fiendish clarity, prismatic spray;* 8th level- puncture. [b]Strategy:[/b] As soon as he’s attacked, Terristigulth’s contingency will be triggered. He’ll try to keep himself at a distance and fire off his powerful spells, trying out such lovelies as prismatic spray, puncture, cone of cold and dread blast. If he gets hit in the first round, he’ll teleport to gain some distance to try to buff up with mirror image and shield. He’ll try to slow the group within a couple of rounds and try to dismiss the toughest-seeming fighter-type. With his resistances and SR, he’s likely to be much less worried by spellcasters. [b]DREAD BLAST[/b] Evocation [Evil] Level: Clr 6, Sor/Wiz 5 Components: V, S, DF Casting Time: 1 standard action Range: Close (25’+ 5’/2 levels) Effect: 5’ wide line of energy Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes This spell inflicts 4d6 points of vile damage on all creatures within the line. See the Book of Vile Darkness for information on vile damage. [/QUOTE]
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