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Daemonforge
Fiends of Numer: All fiend thread
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<blockquote data-quote="G'baal" data-source="post: 476444" data-attributes="member: 7753"><p>Anhkaru - Incorporeal fiends that seek the death of others at all costs</p><p></p><p>Anhkaru (Numer'ri)</p><p>Medium sized Outsider (Incorporeal, chaotic, evil)</p><p>Hit dice: 3d8+9 (27 hp)</p><p>Initiative: +8 (+4 Dex, +4 Improved initiative)</p><p>Speed: 40ft., fly 80ft. (perfect)</p><p>AC: +16 (+4 Dex, +2 Deflection)</p><p>Attacks: Incorporeal touch +7 melee</p><p>Damage: Incorporeal touch 1d6 and 1d4 permanent constitution drain</p><p>Face/Reach: 5ft. by 5ft./5ft.</p><p>Special attacks: Constitution drain, Malevolence</p><p>Specila qualities: Incorporeal, Numer'ri qualities, SR 5</p><p>Saves: Fort +6, Ref +7, Will +5</p><p>Abilities: Str -, Dex 19, Con 16, Int 13, Wis 15, Cha 14</p><p>Skills: Hide +13, Spot +11, Listen +11, Intimidate +11</p><p>Feats: Improved initiative, Combat reflexes</p><p></p><p>Climate/Terrain: Any land or underground</p><p>Organization: Solitary</p><p>Challenge rating: 5</p><p>Treasure: None</p><p>Alignment: Always Chaotic Evil</p><p>Advancement: Pending...</p><p></p><p>The Anhkaru are a vicious fiend of the layers of Numer that hate all that lives...including other fiends. The Anhkaru seek to kill any that gets in their ways as it is what they love the most. The Anhkaru are incorporeal fiends looking much like gothic gargoyles with red glowing eyes. Since the Anhkaru hate all other beings they are always found alone as they will attack and kill each other if they meet another Anhkaru.</p><p></p><p>COMBAT</p><p></p><p>The Anhkaru are vicious combatants, using their incorporeal state to the maximum. They often fly about making swipes at their enemies and draining their life force. If their attacks seem futile, the Anhkaru will attempt to possess their victim. Once possessed, the Anhkaru attempts to destroy the hosts body in any way possible. If possession also does not work, then the Anhkaru will leave the being alone and attempt to hide.</p><p></p><p>Constitution drain (Su): Living creatures hit by their attack must succeed at a fortitude save (DC 13) or suffer 1d4 permanent constitution drain.</p><p></p><p>Malevolence (Su): Once per round the Anhkaru may attempt to possess a living being. The being must succeed at a will save (DC 17) or become possessed by the Anhkaru until driven out, death of the body, or the Anhkaru leaves the body.</p><p></p><p>Incorporeal (Ex): Harmed only by magic weapons of +1 or better, magic, or other incorporeal beings with a 50% chance of success. Ignores all non-magical damage, and can pass through solid objects at will and own attacks can pass through armor. They always move silently.</p><p></p><p>Numer'ri qualtities (Ex): Anhkaru are immune to poison, disease, and fire. They also have cold, electricity, and acid resistance 20. They can speak Abyssal and Infernal.</p></blockquote><p></p>
[QUOTE="G'baal, post: 476444, member: 7753"] Anhkaru - Incorporeal fiends that seek the death of others at all costs Anhkaru (Numer'ri) Medium sized Outsider (Incorporeal, chaotic, evil) Hit dice: 3d8+9 (27 hp) Initiative: +8 (+4 Dex, +4 Improved initiative) Speed: 40ft., fly 80ft. (perfect) AC: +16 (+4 Dex, +2 Deflection) Attacks: Incorporeal touch +7 melee Damage: Incorporeal touch 1d6 and 1d4 permanent constitution drain Face/Reach: 5ft. by 5ft./5ft. Special attacks: Constitution drain, Malevolence Specila qualities: Incorporeal, Numer'ri qualities, SR 5 Saves: Fort +6, Ref +7, Will +5 Abilities: Str -, Dex 19, Con 16, Int 13, Wis 15, Cha 14 Skills: Hide +13, Spot +11, Listen +11, Intimidate +11 Feats: Improved initiative, Combat reflexes Climate/Terrain: Any land or underground Organization: Solitary Challenge rating: 5 Treasure: None Alignment: Always Chaotic Evil Advancement: Pending... The Anhkaru are a vicious fiend of the layers of Numer that hate all that lives...including other fiends. The Anhkaru seek to kill any that gets in their ways as it is what they love the most. The Anhkaru are incorporeal fiends looking much like gothic gargoyles with red glowing eyes. Since the Anhkaru hate all other beings they are always found alone as they will attack and kill each other if they meet another Anhkaru. COMBAT The Anhkaru are vicious combatants, using their incorporeal state to the maximum. They often fly about making swipes at their enemies and draining their life force. If their attacks seem futile, the Anhkaru will attempt to possess their victim. Once possessed, the Anhkaru attempts to destroy the hosts body in any way possible. If possession also does not work, then the Anhkaru will leave the being alone and attempt to hide. Constitution drain (Su): Living creatures hit by their attack must succeed at a fortitude save (DC 13) or suffer 1d4 permanent constitution drain. Malevolence (Su): Once per round the Anhkaru may attempt to possess a living being. The being must succeed at a will save (DC 17) or become possessed by the Anhkaru until driven out, death of the body, or the Anhkaru leaves the body. Incorporeal (Ex): Harmed only by magic weapons of +1 or better, magic, or other incorporeal beings with a 50% chance of success. Ignores all non-magical damage, and can pass through solid objects at will and own attacks can pass through armor. They always move silently. Numer'ri qualtities (Ex): Anhkaru are immune to poison, disease, and fire. They also have cold, electricity, and acid resistance 20. They can speak Abyssal and Infernal. [/QUOTE]
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