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Garnfellow's World [Updated 12.26.05]
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<blockquote data-quote="Garnfellow" data-source="post: 1553352" data-attributes="member: 1223"><p><strong>Merodach, The Winged Wolf</strong></p><p></p><p><em>The Winged Wolf,</em> MERODACH, <em>a vassal to the Lord of Iron Rod and Staff, commands 21 companies of barbed fiends.</em></p><p></p><p><strong>Merodach:</strong> male unique devil; CR 19; Large Outsider (Devil, Evil, Extraplanar, Lawful); HD 21d8+189; hp 283; Init +10; Spd 40 ft, fly 30 ft (poor); AC 37, touch 27, flat-footed 24; BAB +21; Grp +33; Atk +35 melee (2d8+12/x3, masterwork halberd) or +35 melee (2d6+8, gore); Full Atk +35/+30/+25/+20 melee (2d8+12/x3, masterwork halberd) and +28 melee (2d6+4, gore) and +28 melee (1d10+4, bite) or +28 melee (2d6+8, gore) and +28 melee (1d10+4, bite) and +28 melee (1d4+4 plus fear, 2 claws) and +28 melee (1d4+4 nonlethal, tail); Space/Reach 10 ft/10 ft (15 ft with halberd or tail); SA fear, spell-like abilities, <em>summon devil</em>, tail attack; SQ DR 15/epic and good, darkvision 60 ft, immunity to fire and poison, regeneration 10, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft; SR 29; AL LE; SV Fort +21, Ref +18, Will +16; Str 26, Dex 23, Con 28, Int 19, Wis 19, Cha 22.</p><p></p><p><em>Skills and Feats</em>: Bluff +18, Concentration +25, Diplomacy +22, Handle Animal +22, Heal +16, Hide +22, Intimidate +32, Jump +24, Knowledge (geography) +16, Knowledge (the planes) +16, Listen +28, Move Silently +26, Search +24, Sense Motive +20, Spot +28, Survival +28 (+30 to keep from getting lost or to avoid natural hazards, on other planes, or to find or follow tracks); Combat Expertise, Improved Disarm, Improved Initiative, Improved Multiattack, Improved Trip, Multiattack, Run, Track.</p><p></p><p><strong>Fear (Su):</strong> A creature hit by Merodach’s claws must succeed on a DC 26 Will save or be affected as though by <em>fear</em> (caster level 20th). Whether or not the save is successful, that creature cannot be affected by Merodach’s fear ability for 24 hours. The save DC is Charisma-based.</p><p></p><p><strong>Spell-Like Abilities:</strong> At will—<em>animate dead</em>, <em>blasphemy </em>(DC 23), <em>charm person </em>(DC 17), <em>create greater undead</em>, <em>desecrate</em>, <em>detect good</em>, <em>detect magic</em>, <em>dispel magic</em>, <em>greater invisibility</em>, <em>greater teleport</em>, <em>hold person </em>(DC 19), <em>magic circle against good</em>, <em>major image</em> (DC 19), <em>polymorph</em>, <em>produce flame</em>, <em>pyrotechnics</em> (DC 18), <em>read magic</em>, <em>see invisible</em>, <em>suggestion</em> (DC 19), <em>telekinesis</em> (DC 21), <em>true seeing</em>,<em> unhallow</em>, <em>unholy aura</em>; 1/day—<em>symbol of pain</em> (DC 21), <em>wish</em>. Caster level 20th. The save DCs are Charisma-based.</p><p></p><p><strong><em>Summon Devil</em> (Sp):</strong> Once per day Merodach can summon 1d2 barbed devils with a 50% chance of success. This ability is the equivalent of an 8th-level spell.</p><p></p><p><strong>Tail Attack (Ex):</strong> Merodach can use his long, prehensile tail as a whip in melee, even making trip attacks or disarm attempts. Unlike a whip, using this tail attack does not provoke an attack of opportunity.</p><p></p><p><strong>Regeneration (Ex):</strong> Merodach takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.</p><p></p><p><em>Physical Description: </em>Merodach has the body of a wolf, large, feathered wings, and a prehensile, serpentine tail. Atop Merodach’s head are two huge, spreading longhorns, and these he can turn slightly to strike an opponent.</p><p></p><p><em>Personality Traits:</em> Reserved, cunning, and loyal.</p><p></p><p>Merodach is a duke in the service of Dispater, and leads 21 companies of barbed devils into battle on his master’s behalf. Merodach has the body of a wolf, large, feathered wings, and a prehensile, serpentine tail. Atop Merodach’s head are two huge, spreading longhorns, and these he can turn slightly to strike an opponent. A clumsy flyer, he prefers to run on all fours, but in battle often rears up to wield a weapon with his front claws. He has no special or magical weapons, but favors polearms of all sorts.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 1553352, member: 1223"] [b]Merodach, The Winged Wolf[/b] [I]The Winged Wolf,[/i] MERODACH, [i]a vassal to the Lord of Iron Rod and Staff, commands 21 companies of barbed fiends.[/i] [B]Merodach:[/b] male unique devil; CR 19; Large Outsider (Devil, Evil, Extraplanar, Lawful); HD 21d8+189; hp 283; Init +10; Spd 40 ft, fly 30 ft (poor); AC 37, touch 27, flat-footed 24; BAB +21; Grp +33; Atk +35 melee (2d8+12/x3, masterwork halberd) or +35 melee (2d6+8, gore); Full Atk +35/+30/+25/+20 melee (2d8+12/x3, masterwork halberd) and +28 melee (2d6+4, gore) and +28 melee (1d10+4, bite) or +28 melee (2d6+8, gore) and +28 melee (1d10+4, bite) and +28 melee (1d4+4 plus fear, 2 claws) and +28 melee (1d4+4 nonlethal, tail); Space/Reach 10 ft/10 ft (15 ft with halberd or tail); SA fear, spell-like abilities, [i]summon devil[/i], tail attack; SQ DR 15/epic and good, darkvision 60 ft, immunity to fire and poison, regeneration 10, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft; SR 29; AL LE; SV Fort +21, Ref +18, Will +16; Str 26, Dex 23, Con 28, Int 19, Wis 19, Cha 22. [I]Skills and Feats[/i]: Bluff +18, Concentration +25, Diplomacy +22, Handle Animal +22, Heal +16, Hide +22, Intimidate +32, Jump +24, Knowledge (geography) +16, Knowledge (the planes) +16, Listen +28, Move Silently +26, Search +24, Sense Motive +20, Spot +28, Survival +28 (+30 to keep from getting lost or to avoid natural hazards, on other planes, or to find or follow tracks); Combat Expertise, Improved Disarm, Improved Initiative, Improved Multiattack, Improved Trip, Multiattack, Run, Track. [B]Fear (Su):[/b] A creature hit by Merodach’s claws must succeed on a DC 26 Will save or be affected as though by [i]fear[/i] (caster level 20th). Whether or not the save is successful, that creature cannot be affected by Merodach’s fear ability for 24 hours. The save DC is Charisma-based. [B]Spell-Like Abilities:[/b] At will—[i]animate dead[/i], [i]blasphemy [/i](DC 23), [i]charm person [/i](DC 17), [i]create greater undead[/i], [i]desecrate[/i], [i]detect good[/i], [i]detect magic[/i], [i]dispel magic[/i], [i]greater invisibility[/i], [i]greater teleport[/i], [i]hold person [/i](DC 19), [i]magic circle against good[/i], [i]major image[/i] (DC 19), [i]polymorph[/i], [i]produce flame[/i], [i]pyrotechnics[/i] (DC 18), [i]read magic[/i], [i]see invisible[/i], [i]suggestion[/i] (DC 19), [i]telekinesis[/i] (DC 21), [i]true seeing[/i],[i] unhallow[/i], [i]unholy aura[/i]; 1/day—[i]symbol of pain[/i] (DC 21), [i]wish[/i]. Caster level 20th. The save DCs are Charisma-based. [b][I]Summon Devil[/i] (Sp):[/b] Once per day Merodach can summon 1d2 barbed devils with a 50% chance of success. This ability is the equivalent of an 8th-level spell. [B]Tail Attack (Ex):[/b] Merodach can use his long, prehensile tail as a whip in melee, even making trip attacks or disarm attempts. Unlike a whip, using this tail attack does not provoke an attack of opportunity. [B]Regeneration (Ex):[/b] Merodach takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor. [I]Physical Description: [/i]Merodach has the body of a wolf, large, feathered wings, and a prehensile, serpentine tail. Atop Merodach’s head are two huge, spreading longhorns, and these he can turn slightly to strike an opponent. [I]Personality Traits:[/i] Reserved, cunning, and loyal. Merodach is a duke in the service of Dispater, and leads 21 companies of barbed devils into battle on his master’s behalf. Merodach has the body of a wolf, large, feathered wings, and a prehensile, serpentine tail. Atop Merodach’s head are two huge, spreading longhorns, and these he can turn slightly to strike an opponent. A clumsy flyer, he prefers to run on all fours, but in battle often rears up to wield a weapon with his front claws. He has no special or magical weapons, but favors polearms of all sorts. [/QUOTE]
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