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Eadric et. al. (The Paladin and his Friends).
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<blockquote data-quote="Sepulchrave II" data-source="post: 1224106" data-attributes="member: 4303"><p>Ainhorr was the first bad guy converted to 3.5. Any worries that I may have had regarding his suitability as a foe were quickly dispelled - I must say I <em>really</em> like the 3.5 balor, although I've capped the advancement at around 40 HD. Several spell-like abilities have been retained from 3e.</p><p></p><p>The sword, <em>Heedless</em>, was originally developed for a death slaad villain that I intended to throw at the party at some point, but decided against. More on this in the next SH update.</p><p></p><p></p><p><strong>Ainhorr</strong>, Graz’zt’s Majordomo. </p><p></p><p>Male advanced balor; CR 26; huge outsider (chaotic, evil, extraplanar); HD 32d8+384; hp 528; Init +10; Spd 40ft., fly 90ft. (good); AC 48, touch 14, flatfooted 42; Base Atk +32; Grp +52; Atk +52 melee (2d8+21/17-20, <em>huge +5 anarchic vorpal longsword</em>); Full Atk: +50/+45/+40/+35 melee (2d8+21/17-20, <em>huge +5 anarchic vorpal longsword</em>) and +48/+43/+38 melee (1d6+9, <em>huge +1 flaming whip</em>); SA Death throes, entangle, spell-like abilities, <em>summon demon</em>, vorpal sword; SQ Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing; SV Fort +30 Ref +24 Will +25; AL CE; Str 43 Dex 23 Con 35 Int 24 Wis 24 Cha 26.</p><p><em>Skills and Feats:</em> Bluff +38, Concentration +45, Diplomacy +47, Hide +41, Intimidate +45, Knowledge (history) +37, Knowledge (local, abyss) +42, Knowledge (planes) +42, Knowledge (religion) +37, Listen +45, Move Silently +36, Search +42, Sense Motive +42, Spellcraft +42 (+44 scrolls), Spot +45, Use Magic Device +38 (+40 scrolls); Cleave, Combat Reflexes, Greater Two-Weapon Fighting, Improved Critical (huge longsword), Improved Initiative, Improved Sunder, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-like Ability (<em>telekinesis</em>), Two-Weapon Fighting, Weapon Focus (huge longsword).</p><p></p><p>Ainhorr’s flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage. Ainhorr’s natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. </p><p></p><p><strong>Death Throes (Ex):</strong> When killed, Ainhorr explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 32 half). This explosion automatically destroys any weapons he is holding. The save DC is Constitution-based.</p><p></p><p><strong>Entangle (Ex):</strong> Ainhorr’s <em>+1 flaming whip</em> entangles foes much like an attack with a net. The whip has 30 hit points. The whip needs no folding. If it hits, the target and Ainhorr immediately make opposed Strength checks; if Ainhorr wins, he drags the target against his flaming body (see below). The target remains anchored against Ainhorr’s body until it escapes the whip.</p><p> </p><p><strong>Spell-Like Abilities:</strong> At will— <em>blasphemy</em> (DC 25), <em>deeper darkness, desecrate, dominate monster</em> (DC 27), <em>greater dispel magic, greater teleport</em> (self plus 50 pounds of objects only), <em>insanity</em> (DC 25), <em>power word stun, symbol</em> (any, DC varies) <em>telekinesis</em> (DC 23), <em>unhallow, unholy aura</em> (DC 26); 1/day—<em>fire storm</em> (DC 26), <em>implosion</em> (DC 27). Caster level 20th. The save DCs are Charisma-based. </p><p></p><p><strong>Summon Demon (Sp):</strong> Once per day, Ainhorr can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.</p><p> </p><p><strong>Flaming Body (Su):</strong> The body of Ainhorr is wreathed in flame. Anyone grappling him takes 6d8 points of fire damage each round. </p><p></p><p><strong>True Seeing (Su):</strong> Ainhorr has a continuous <em>true seeing</em> ability, as the spell (caster level 20th). </p><p></p><p>Skills: Ainhorr has a +8 racial bonus on Listen and Spot checks. </p><p></p><p><em>Possessions: huge +4 full plate armour, ‘Heedless’</em> (see below), <em>huge +1 flaming whip, ring of mind blanking.</em></p><p></p><p><strong>Heedless:</strong> <em>Huge +5 anarchic vorpal longsword</em>; AL CN; Int 20, Wis 12, Cha 24; Semiempathy, 60 ft. vision and hearing, Ego score 30.</p><p><em>Languages:</em> Heedless understands Abyssal and Slaadi.</p><p><em>Lesser Powers:</em> Wielder has free use of Mobility, Combat Reflexes and Evasion</p><p><em>Greater Power: Clairaudience/clairvoyance</em> at will.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 1224106, member: 4303"] Ainhorr was the first bad guy converted to 3.5. Any worries that I may have had regarding his suitability as a foe were quickly dispelled - I must say I [I]really[/I] like the 3.5 balor, although I've capped the advancement at around 40 HD. Several spell-like abilities have been retained from 3e. The sword, [I]Heedless[/I], was originally developed for a death slaad villain that I intended to throw at the party at some point, but decided against. More on this in the next SH update. [B]Ainhorr[/B], Graz’zt’s Majordomo. Male advanced balor; CR 26; huge outsider (chaotic, evil, extraplanar); HD 32d8+384; hp 528; Init +10; Spd 40ft., fly 90ft. (good); AC 48, touch 14, flatfooted 42; Base Atk +32; Grp +52; Atk +52 melee (2d8+21/17-20, [I]huge +5 anarchic vorpal longsword[/I]); Full Atk: +50/+45/+40/+35 melee (2d8+21/17-20, [I]huge +5 anarchic vorpal longsword[/I]) and +48/+43/+38 melee (1d6+9, [I]huge +1 flaming whip[/I]); SA Death throes, entangle, spell-like abilities, [I]summon demon[/I], vorpal sword; SQ Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing; SV Fort +30 Ref +24 Will +25; AL CE; Str 43 Dex 23 Con 35 Int 24 Wis 24 Cha 26. [I]Skills and Feats:[/I] Bluff +38, Concentration +45, Diplomacy +47, Hide +41, Intimidate +45, Knowledge (history) +37, Knowledge (local, abyss) +42, Knowledge (planes) +42, Knowledge (religion) +37, Listen +45, Move Silently +36, Search +42, Sense Motive +42, Spellcraft +42 (+44 scrolls), Spot +45, Use Magic Device +38 (+40 scrolls); Cleave, Combat Reflexes, Greater Two-Weapon Fighting, Improved Critical (huge longsword), Improved Initiative, Improved Sunder, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-like Ability ([I]telekinesis[/I]), Two-Weapon Fighting, Weapon Focus (huge longsword). Ainhorr’s flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage. Ainhorr’s natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. [B]Death Throes (Ex):[/B] When killed, Ainhorr explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 32 half). This explosion automatically destroys any weapons he is holding. The save DC is Constitution-based. [B]Entangle (Ex):[/B] Ainhorr’s [I]+1 flaming whip[/I] entangles foes much like an attack with a net. The whip has 30 hit points. The whip needs no folding. If it hits, the target and Ainhorr immediately make opposed Strength checks; if Ainhorr wins, he drags the target against his flaming body (see below). The target remains anchored against Ainhorr’s body until it escapes the whip. [B]Spell-Like Abilities:[/B] At will— [I]blasphemy[/I] (DC 25), [I]deeper darkness, desecrate, dominate monster[/I] (DC 27), [I]greater dispel magic, greater teleport[/I] (self plus 50 pounds of objects only), [I]insanity[/I] (DC 25), [I]power word stun, symbol[/I] (any, DC varies) [I]telekinesis[/I] (DC 23), [I]unhallow, unholy aura[/I] (DC 26); 1/day—[I]fire storm[/I] (DC 26), [I]implosion[/I] (DC 27). Caster level 20th. The save DCs are Charisma-based. [B]Summon Demon (Sp):[/B] Once per day, Ainhorr can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell. [B]Flaming Body (Su):[/B] The body of Ainhorr is wreathed in flame. Anyone grappling him takes 6d8 points of fire damage each round. [B]True Seeing (Su):[/B] Ainhorr has a continuous [I]true seeing[/I] ability, as the spell (caster level 20th). Skills: Ainhorr has a +8 racial bonus on Listen and Spot checks. [I]Possessions: huge +4 full plate armour, ‘Heedless’[/I] (see below), [I]huge +1 flaming whip, ring of mind blanking.[/I] [B]Heedless:[/B] [I]Huge +5 anarchic vorpal longsword[/I]; AL CN; Int 20, Wis 12, Cha 24; Semiempathy, 60 ft. vision and hearing, Ego score 30. [I]Languages:[/I] Heedless understands Abyssal and Slaadi. [I]Lesser Powers:[/I] Wielder has free use of Mobility, Combat Reflexes and Evasion [I]Greater Power: Clairaudience/clairvoyance[/I] at will. [/QUOTE]
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