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<blockquote data-quote="gfunk" data-source="post: 1092526" data-attributes="member: 1813"><p><span style="font-size: 15px"><strong>Entropy (Chosen of the Revenancer)</strong></span> </p><p>------------------------------------------------------------------------------------</p><p></p><p><strong>Medium Outsider (Native)</strong></p><p><strong>Hit Dice:</strong> 21d4+42 (101 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 21 (+1 Dex, +8 armor, +2 deflection), touch 13, flat-footed 20</p><p><strong>Base Attack/Grapple:</strong> +11/+15 </p><p><strong>Attack:</strong> +4 dancing greatsword +15 melee (2d6+10) or light crossbow +12 ranged (1d8)</p><p><strong>Full Attack:</strong> +4 dancing greatsword +15/+10 melee (2d6+10) or light crossbow +12/+6 ranged (1d8)</p><p><strong>Space/Reach:</strong> 5 ft/5 ft.</p><p><strong>Special Attacks:</strong> Extra summoning, summon alien, spells</p><p><strong>Special Qualities:</strong> Damage reduction 10/magic, alien blessing, mad certainty, insane certainty, pseudonatural familiar, timeless body, transcendence, resistance to electricity 10, darkvision 60 ft., fast healing 5, soul jolt</p><p><strong>Saves:</strong> Fort +14, Ref +15, Will +20</p><p><strong>Abilities:</strong> Str 18, Dex 13, Con 14, Int 15, Wis 10, Cha 26</p><p><strong>Skills:</strong> Concentration +21, Diplomacy +10, Hide +2, Knowledge (Arcana) +27, Knowledge (The Planes) +27, Listen +2, Spellcraft +26, Spot +2</p><p><strong>Feats:</strong> Alertness, Empower Spell, Energy Substitution (Sonic), Epic Leadership, Extra Spell (Maze), Greater Spell Focus (Evocation), Leadership, Lightning Reflexes, Sculpt Spell, Spell Focus (Enchantment), Spell Focus (Evocation), Spell Penetration, Toughness (x2)</p><p><strong>Environment:</strong> Underground or The Infinite Layers of the Abyss</p><p><strong>Organization:</strong> Solitary or troupe (Entropy, Eclavdra, Maas, Dorrina)</p><p><strong>Challenge Rating:</strong> 21 (XP: 217,000)</p><p><strong>Treasure:</strong> Goods</p><p><strong>Alignment:</strong> Chaotic Evil</p><p></p><p><em>A beautiful woman with piercing green eyes and raven black hair approaches you wearing a simple robe. She carries an aura of extreme malevolence and evil and, as she draws back her hood you can see a third eye staring at you.</em></p><p></p><p>As a chosen of the drow deity of undeath and vengeance, Entropy is truly a dreadful foe to behold. Though her power is extreme, she is a coward at heart and will rarely risk sacrificing her own life in the face of real danger. She rules an underground drow city from her stronghold, the Undying Temple – an evil, sentient construct animated by Kiaransalee. Entropy’s immediate goal is to build a permanent portal to the Far Realms, thereby plunging Toril into madness.</p><p></p><p>She is dangerously disturbed, a result of her dealings with the Far Realms for prolonged periods of time. Entropy is prone to various emotional swings such as excessive generosity and at times, pathological outbursts of violence. She has been known to leave the luxury of her city for days, merely wandering through the Underdark and killing as many sentient beings as she can.</p><p></p><p><span style="font-size: 12px"><strong>Combat</strong></span></p><p></p><p> As a powerful and skilled spellcaster, Entropy prefers to have time to prepare herself for combat. She has a large selection of abjuration spells from which to choose and, if she is able to cast her entire power-up suite, then she is virtually unstoppable. However, in cases where she is surprised or must deal with imminent combat, she always casts <em>shapcechange</em> first, preferring to change forms into a Solar (if fighting powerful opponents with a mixed group of warriors/mages), Pit Fiend (if fighting a single foe), Iron Golem (if fighting a group of spellcasters), or Bodak (if fighting large numbers of relatively weak opponents).</p><p></p><p> Entropy prefers divide-and-conquer tactics, generally casting <em>maze</em> or <em>otto’s irresistible dance</em> on the most powerful member of a group and using <em>wall of force</em> or <em>reverse gravity</em> to keep groups of enemies divided. If her opponents are using spells or a large number of magic items, she always casts <em>mordenkainen’s disjunction</em>. If things are going particularly badly for her she will either use <em>gate</em> to exit to the Abyss or call a Balor to cover her escape.</p><p> </p><p> <strong>Extra summoning (Ex):</strong> Entropy has an extra 9th level summoning slot (not included in the statistics block) which may be used to cast any <em>summon monster</em> spell.</p><p> <strong>Summon Alien (Sp):</strong> When Entropy casts any <em>summon monster</em> spell, she summons a “pseudonatural” version of a creature. If the selected creature would normally be celestial or fiendish, the psuedonatural template replaces that template.</p><p> <strong>Alien Blessing (Ex):</strong> Entropy applies a +1 insight bonus to all saving throws, but has permanently lost 2 points of Wisdom.</p><p> <strong>Mad Certainty/Insane Certainty (Ex):</strong> Entropy’s absolute certainty in the power of entities beyond the reach of normal space and time lend her an unusual fortitude, granting her the Toughness feat twice. However, constantly dwelling on such beings is mentally corrosive, and her mind has begun to fracture. She has developed a phobia against spiders and spider-like beings (e.g. Bebeliths), suffering a -6 penalty to saving throws, attack roles, and Charisma-based skills in regard to such creatures. In addition spiders and spider-like beings gain a +6 morale modifier to AC and saving throws against Entropy.</p><p> <strong>Pseudonatural Familiar (Ex):</strong> Entropy’s familiar (“mini-Cthulu”) has gained the “pseudonatural” template.</p><p> <strong>Timeless Body (Ex):</strong> Entropy has learned the secret of perpetual youth. She no longer suffers ability penalties for aging and cannot be magically aged. Bonuses still accrue for aging and Entropy will be stolen away by horrible entities when her time is up, never to be seen again.</p><p> <strong>Transcendence (Su):</strong> Entropy has transcended her humanoid form to become a native outsider. In addition she has gained DR 10/magic and resistance to electricity 10. Furthermore, she has grown a third eye which can be hidden under a robe or hood. However, this eye sometimes moves, twitches, opens or otherwise animates of its own accord. Anyone who shares Entropy’s predilection for the study of the Far Realms immediately recognizes her transcendent nature, giving Entropy a +2 circumstance modifier on all Charisma-based skill and ability checks when interacting with such beings. She gains a +2 circumstance modifier on Intimidation checks against all creatures to whom she reveals her abnormal nature.</p><p> <strong>Soul Jolt (Sp):</strong> After helping to slay Nalavara in the Bastion of Unborn Souls, Entropy received a soul jolt from a congress of Soulscrapers (energons). This power is triggered when Entropy is reduced to -10 hp or less when a sort of contingent <em>true resurrection</em> will take place. Once the soul jolt discharges, Entropy loses this quality in addition to her fast healing 5. It cannot be dispelled.</p><p> <strong>Spells:</strong> Entropy can cast arcane spells as a 21st level sorcerer. The DCs are Charisma-based and are as follows: Enchantment 19 + spell level, Evocation 20 + spell level, all other schools 18 + spell level.</p><p> <em>Sorcerer Spells Known (6/8/8/8/8/7/7/7/7/6): 0-arcane mark, daze, detect magic, detect poison, ghost sound, light, mage hand, read magic, resistance; 1st-charm person, identify, magic missile, shield, sleep; 2nd-cat’s grace, bear’s endurance, invisibility, rope trick, see invisibility; 3rd-fireball, fly, haste, nondetection, protection from energy; 4th-dimension door, enervation, greater invisibility; 5th-cone of cold, dominate person, hold monster, wall of force; 6th-antimagic field, project image, summon monster vi; 7th-limited wish, reality maelstrom, reverse gravity; 8th-bigby’s clenched fist, maze, otto’s irresistible dance, summon monster viii; 9th-gate, mordenkainen’s disjunction, shapechange</em></p><p></p><p><span style="font-size: 12px"><strong>Major Magic Items</strong></span></p><p></p><p><em>Belt of giant strength +4, bracers of armor +8, bag of holding (4), bag of tricks (tan), bottle of air, boots of elvenkind, cloak of charisma +6, crystal ball, deck of many things, eyes of the eagle, hand of glory, headband of intellect +2, portable hole, 2 potions of cure serious wounds, ring of counterspells, ring of protection +2, ring of spell storing (major), robe of blending, vest of resistance +5</em></p><p></p><p><span style="font-size: 12px"><strong>Tactics Round-by-Round</strong></span></p><p></p><p> Powered by arcane magic, Entropy prefers to cast as many preparatory spells as possible and then annihilate her foes from a distance.</p><p></p><p> <strong>Prior to combat:</strong> Entropy will cast spells in the following order until circumstances dictate otherwise: <em>shapechange, greater invisibility, nondetection, shield, protection from energy (fire), protection from energy (cold), protection from energy (acid), haste</em></p><p></p><p> <strong>Round 1:</strong> <em>Mordenkainen’s disjunction</em> if facing opponents who rely heavily on magic. If facing a very large number of opponents or if she is in a very open area she may cast <em>reality maelstrom</em> for she can survive on virtually an plane while her opponents cannot. If one opponent is clearly more powerful than the rest she will isolate him with a <em>maze</em> or <em>otto’s irresistible dance</em>.</p><p></p><p> <strong>Round 2:</strong> Change forms via <em>shapechange</em> into something more appropriate, if needed. To clear large swaths of foes she may use an empowered <em>fireball</em> (sonic) or empowered <em>cone of cold</em> (sonic). <em>Wall of force</em> may also be used to isolate groups of opponents.</p><p></p><p> <strong>Round 3 and later:</strong> If there are still living opponents at this point, then the DM has done something seriously, serioulsy wrong.</p><p></p><p><span style="font-size: 12px"><strong>Shapechange Statistics</strong></span></p><p></p><p> Since Entropy uses the <em>shapechange</em> spell extensively, stat blocks are provided below for some of her more common selections:</p><p></p><p><span style="font-size: 12px"><strong>#1 – Angel, Solar</strong></span></p><p><strong>Large Outsider (Angel, Extraplanar, Good)</strong></p><p><strong>Initiative:</strong> +5</p><p><strong>Speed:</strong> 50 ft. (10 squares), fly 150 ft. (good)</p><p><strong>Armor Class:</strong> 45 (-1 size, +5 Dex, +21 natural, +8 armor, +2 deflection), touch 26, flat-footed 39</p><p><strong>Base Attack/Grapple:</strong> +11/+19</p><p><strong>Attack:</strong> +4 dancing greatsword +22 melee (2d6+20) or light crossbow +16 ranged (1d8)</p><p><strong>Full Attack:</strong> +4 dancing greatsword +22/+17 melee (2d6+20) or light crossbow +16/+11 ranged (1d8)</p><p><strong>Space/Reach:</strong> 10 ft/10 ft.</p><p><strong>Special Attacks:</strong> Extra summoning, summon alien, spells</p><p><strong>Special Qualities:</strong> Damage reduction 15/epic and evil, alien blessing, mad certainty, insane certainty, pseudonatural familiar, timeless body, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues</p><p><strong>Saves:</strong> Fort +17 (+21 against poison), Ref +19, Will +20</p><p><strong>Abilities:</strong> Str 32, Dex 20, Con 20, Int 15, Wis 10, Cha 26</p><p></p><p><span style="font-size: 12px"><strong>Combat</strong></span></p><p></p><p> <strong>Regeneration (Ex):</strong> A solar takes normal damage from epic evil-aligned weapons and from spells or effects with the evil descriptor.</p><p> <strong>Protective Aura (Su):</strong> Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise it functions as a <em>magic circle against evil</em> effect and a <em>lesser globe of invulnerability</em>, both with a radius of 20 feet (caster level 21). This aura can be dispelled, but the angel can create it again as a free action on its next turn.</p><p> <strong>Tongues (Su):</strong> All angels can speak with any creature that has a language, as though using a tongues spell (caster level 21). This ability is always active.</p><p></p><p></p><p><span style="font-size: 12px"><strong>#2 – Devil, Pit Fiend</strong></span></p><p><strong>Large Outsider (Baatezu, Evil, Extraplanar, Lawful)</strong></p><p><strong>Initiative:</strong> +8</p><p><strong>Speed:</strong> 40 ft. (8 squares), fly 60 ft. (average)</p><p><strong>Armor Class:</strong> 50 (-1 size, +8 Dex, +23 natural, +8 armor, +2 deflection), touch 19, flat-footed 42</p><p><strong>Base Attack/Grapple:</strong> +11/+26</p><p><strong>Attack:</strong> +4 dancing greatsword +26 melee (2d6+26) or claw +25 melee (2d8+13) or light crossbow +16 ranged (1d8)</p><p><strong>Full Attack:</strong> +4 dancing greatsword +26/+21 melee (2d6+26) or light crossbow +16/+11 ranged (1d8) or 2 claws +25 melee (2d8+13) and 2 wings +20 melee (2d6+6) and bite +20 (4d6+6 plus poison plus disease) and tail slap +20 (2d8+6)</p><p><strong>Space/Reach:</strong> 10 ft/10 ft.</p><p><strong>Special Attacks:</strong> Constrict 2d8+16, fear aura, improved grab, extra summoning, summon alien, spells</p><p><strong>Special Qualities:</strong> Damage reduction 15/good and silver, alien blessing, mad certainty, insane certainty, pseudonatural familiar, timeless body, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, spell resistance 32, see in darkness, regeneration 5, telepathy 100 ft.</p><p><strong>Saves:</strong> Fort +20, Ref +22, Will +20</p><p><strong>Abilities:</strong> Str 41, Dex 27, Con 27, Int 15, Wis 10, Cha 26</p><p></p><p><span style="font-size: 12px"><strong>Combat</strong></span></p><p></p><p> <strong>Constrict (Ex):</strong> A pit fiend deals 2d8+26 points of damage with a successful grapple check.</p><p> <strong>Disease (Ex):</strong> A creature struck by a pit fiend’s bite attack must succeed on a DC 28 Fortitude save or be infected with a vile disease know as devil chills (incubation period 1d4 days, damage 1d4 Str). The save is Constitution-based.</p><p> <strong>Fear Aura (Su):</strong> A pit fiend can radiate a 20-foot radius fear aura as a free action. A creature in the area must succeed on a DC 28 Will save or be affected as though by a fear spell (caster level 21st). A creature that successfully saves cannot be affected by the same pit fiend’s aura for 24 hours. Other baatezu are immune to this aura. The save DC is Charisma-based.</p><p> <strong>Improved Grab (Ex):</strong> To use this ability a pit fiend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.</p><p> <strong>Poison (Ex):</strong> Injury, Fortitude 28, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.</p><p> <strong>Regeneration (Ex):</strong> A pit fiend takes normal damage from good-aligned silver weapons, and from spells or effects with the good descriptor.</p><p></p><p></p><p><span style="font-size: 12px"><strong>#3 – Iron Golem</strong></span></p><p><strong>Large Construct</strong></p><p><strong>Initiative:</strong> -1</p><p><strong>Speed:</strong> 20 ft. (4 squares)</p><p><strong>Armor Class:</strong> 30 (-1 size, -1 Dex, +22 natural), touch 8, flat-footed 30</p><p><strong>Base Attack/Grapple:</strong> +11/+26</p><p><strong>Attack:</strong> Slam +21 (2d10+11)</p><p><strong>Full Attack:</strong> 2 slams +21 melee (2d10+11)</p><p><strong>Space/Reach:</strong> 10 ft/10 ft.</p><p><strong>Special Attacks:</strong> Breath weapon, extra summoning, summon alien, spells</p><p><strong>Special Qualities:</strong> Construct traits, damage reduction 15/adamantine, alien blessing, mad certainty, insane certainty, pseudonatural familiar, timeless body, darkvision 60 ft., immunity to magic, low-light vision</p><p><strong>Saves:</strong> Fort +7, Ref +8, Will +20</p><p><strong>Abilities:</strong> Str 31, Dex 9, Con --, Int 15, Wis 10, Cha 26</p><p></p><p><span style="font-size: 12px"><strong>Combat</strong></span></p><p></p><p> <strong>Breath Weapon (Su):</strong> 10-foot cube, cloud of poisonous gas lasting 1 round, free action every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 20 negates. The save is Constitution-based.</p><p> <strong>Immunity to Magic (Ex):</strong> An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.</p><p> A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.</p><p> A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage that the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points.</p><p> An iron golem is affected normally by rust attacks, such as that of a rust monster or rusting grasp spell.</p><p></p><p></p><p><span style="font-size: 12px"><strong>#4 – Bodak</strong></span></p><p><strong>Medium Undead (Extraplanar)</strong></p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> 20 ft. (4 squares)</p><p><strong>Armor Class:</strong> 30 (+2 Dex, +8 natural), touch 8, flat-footed 30</p><p><strong>Base Attack/Grapple:</strong> +11/+12</p><p><strong>Attack:</strong> Slam +12 melee (1d8+1)</p><p><strong>Full Attack:</strong> 2 slams +12 melee (1d8+1)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Death gaze, extra summoning, summon alien, spells</p><p><strong>Special Qualities:</strong> Damage reduction 10/cold iron, alien blessing, mad certainty, insane certainty, pseudonatural familiar, timeless body, darkvision 60 ft., immunity to electricity, resistance to acid 10 and fire 10, undead traits, vulnerability to sunlight</p><p><strong>Saves:</strong> Fort +12, Ref +16, Will +20</p><p><strong>Abilities:</strong> Str 13, Dex 15, Con --, Int 15, Wis 10, Cha 26</p><p></p><p><strong><span style="font-size: 12px">Combat</span></strong></p><p></p><p> <strong>Death Gaze (Su):</strong> Death, range 30 feet, Fortitude 28 negates. Humanoids who die from this attack are transformed into bodaks 24 hours later. This save DC is Charisma-based.</p><p> <strong>Vulnerability to Sunlight (Ex):</strong> Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature.</p><p></p><p></p><p><span style="font-size: 12px"><strong>#5 – Great Wyrm Red Dragon</strong></span></p><p><strong>Colossal Dragon (Fire)</strong></p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 40 ft. (8 squares); fly 200 ft. (clumsy)</p><p><strong>Armor Class:</strong> 41 (-8 size, +39 natural), touch 2, flat-footed 4</p><p><strong>Base Attack/Grapple:</strong> +11/+44</p><p><strong>Attack:</strong> Bite +22 melee (4d8+17)</p><p><strong>Full Attack:</strong> Bite +22 melee (4d8+17), 2 claws +17 melee (4d6+8), 2 wings +17 melee (2d8+8), and tail slap +17 melee (4d6+25)</p><p><strong>Space/Reach:</strong> 30 ft./20 ft. (30 ft. with bite)</p><p><strong>Special Attacks:</strong> Crush, tail sweep, breath weapon, frightful presence, extra summoning, summon alien, spells</p><p><strong>Special Qualities:</strong> Damage reduction 20/magic, alien blessing, mad certainty, insane certainty, pseudonatural familiar, timeless body, darkvision 120 ft., blindsense 60 ft., spell resistance 32</p><p><strong>Saves:</strong> Fort +17, Ref +7, Will +20</p><p><strong>Abilities:</strong> Str 45, Dex 10, Con 31, Int 15, Wis 10, Cha 26</p><p></p><p><strong><span style="font-size: 12px">Combat</span></strong></p><p></p><p> <strong>Breath Weapon (Su):</strong> Cone of fire, 70 ft. 24d10 fire damage, Reflex 30. This DC is Constitution-based.</p><p> <strong>Frightful Presence (Ex):</strong> Creatures within a radius of 360 ft are affected if they have fewer than 21 HD. A potentially affected creature that succeeds on a Will save DC 28 remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.</p></blockquote><p></p>
[QUOTE="gfunk, post: 1092526, member: 1813"] [SIZE=4][B]Entropy (Chosen of the Revenancer)[/B][/SIZE] ------------------------------------------------------------------------------------ [B]Medium Outsider (Native)[/B] [B]Hit Dice:[/B] 21d4+42 (101 hp) [B]Initiative:[/B] +1 [B]Speed:[/B] 30 ft. (6 squares) [B]Armor Class:[/B] 21 (+1 Dex, +8 armor, +2 deflection), touch 13, flat-footed 20 [B]Base Attack/Grapple:[/B] +11/+15 [B]Attack:[/B] +4 dancing greatsword +15 melee (2d6+10) or light crossbow +12 ranged (1d8) [B]Full Attack:[/B] +4 dancing greatsword +15/+10 melee (2d6+10) or light crossbow +12/+6 ranged (1d8) [B]Space/Reach:[/B] 5 ft/5 ft. [B]Special Attacks:[/B] Extra summoning, summon alien, spells [B]Special Qualities:[/B] Damage reduction 10/magic, alien blessing, mad certainty, insane certainty, pseudonatural familiar, timeless body, transcendence, resistance to electricity 10, darkvision 60 ft., fast healing 5, soul jolt [B]Saves:[/B] Fort +14, Ref +15, Will +20 [B]Abilities:[/B] Str 18, Dex 13, Con 14, Int 15, Wis 10, Cha 26 [B]Skills:[/B] Concentration +21, Diplomacy +10, Hide +2, Knowledge (Arcana) +27, Knowledge (The Planes) +27, Listen +2, Spellcraft +26, Spot +2 [B]Feats:[/B] Alertness, Empower Spell, Energy Substitution (Sonic), Epic Leadership, Extra Spell (Maze), Greater Spell Focus (Evocation), Leadership, Lightning Reflexes, Sculpt Spell, Spell Focus (Enchantment), Spell Focus (Evocation), Spell Penetration, Toughness (x2) [B]Environment:[/B] Underground or The Infinite Layers of the Abyss [B]Organization:[/B] Solitary or troupe (Entropy, Eclavdra, Maas, Dorrina) [B]Challenge Rating:[/B] 21 (XP: 217,000) [B]Treasure:[/B] Goods [B]Alignment:[/B] Chaotic Evil [I]A beautiful woman with piercing green eyes and raven black hair approaches you wearing a simple robe. She carries an aura of extreme malevolence and evil and, as she draws back her hood you can see a third eye staring at you.[/I] As a chosen of the drow deity of undeath and vengeance, Entropy is truly a dreadful foe to behold. Though her power is extreme, she is a coward at heart and will rarely risk sacrificing her own life in the face of real danger. She rules an underground drow city from her stronghold, the Undying Temple – an evil, sentient construct animated by Kiaransalee. Entropy’s immediate goal is to build a permanent portal to the Far Realms, thereby plunging Toril into madness. She is dangerously disturbed, a result of her dealings with the Far Realms for prolonged periods of time. Entropy is prone to various emotional swings such as excessive generosity and at times, pathological outbursts of violence. She has been known to leave the luxury of her city for days, merely wandering through the Underdark and killing as many sentient beings as she can. [SIZE=3][B]Combat[/B][/SIZE] As a powerful and skilled spellcaster, Entropy prefers to have time to prepare herself for combat. She has a large selection of abjuration spells from which to choose and, if she is able to cast her entire power-up suite, then she is virtually unstoppable. However, in cases where she is surprised or must deal with imminent combat, she always casts [I]shapcechange[/I] first, preferring to change forms into a Solar (if fighting powerful opponents with a mixed group of warriors/mages), Pit Fiend (if fighting a single foe), Iron Golem (if fighting a group of spellcasters), or Bodak (if fighting large numbers of relatively weak opponents). Entropy prefers divide-and-conquer tactics, generally casting [I]maze[/I] or [I]otto’s irresistible dance[/I] on the most powerful member of a group and using [I]wall of force[/I] or [I]reverse gravity[/I] to keep groups of enemies divided. If her opponents are using spells or a large number of magic items, she always casts [I]mordenkainen’s disjunction[/I]. If things are going particularly badly for her she will either use [I]gate[/I] to exit to the Abyss or call a Balor to cover her escape. [B]Extra summoning (Ex):[/B] Entropy has an extra 9th level summoning slot (not included in the statistics block) which may be used to cast any [I]summon monster[/I] spell. [B]Summon Alien (Sp):[/B] When Entropy casts any [I]summon monster[/I] spell, she summons a “pseudonatural” version of a creature. If the selected creature would normally be celestial or fiendish, the psuedonatural template replaces that template. [B]Alien Blessing (Ex):[/B] Entropy applies a +1 insight bonus to all saving throws, but has permanently lost 2 points of Wisdom. [B]Mad Certainty/Insane Certainty (Ex):[/B] Entropy’s absolute certainty in the power of entities beyond the reach of normal space and time lend her an unusual fortitude, granting her the Toughness feat twice. However, constantly dwelling on such beings is mentally corrosive, and her mind has begun to fracture. She has developed a phobia against spiders and spider-like beings (e.g. Bebeliths), suffering a -6 penalty to saving throws, attack roles, and Charisma-based skills in regard to such creatures. In addition spiders and spider-like beings gain a +6 morale modifier to AC and saving throws against Entropy. [B]Pseudonatural Familiar (Ex):[/B] Entropy’s familiar (“mini-Cthulu”) has gained the “pseudonatural” template. [B]Timeless Body (Ex):[/B] Entropy has learned the secret of perpetual youth. She no longer suffers ability penalties for aging and cannot be magically aged. Bonuses still accrue for aging and Entropy will be stolen away by horrible entities when her time is up, never to be seen again. [B]Transcendence (Su):[/B] Entropy has transcended her humanoid form to become a native outsider. In addition she has gained DR 10/magic and resistance to electricity 10. Furthermore, she has grown a third eye which can be hidden under a robe or hood. However, this eye sometimes moves, twitches, opens or otherwise animates of its own accord. Anyone who shares Entropy’s predilection for the study of the Far Realms immediately recognizes her transcendent nature, giving Entropy a +2 circumstance modifier on all Charisma-based skill and ability checks when interacting with such beings. She gains a +2 circumstance modifier on Intimidation checks against all creatures to whom she reveals her abnormal nature. [B]Soul Jolt (Sp):[/B] After helping to slay Nalavara in the Bastion of Unborn Souls, Entropy received a soul jolt from a congress of Soulscrapers (energons). This power is triggered when Entropy is reduced to -10 hp or less when a sort of contingent [I]true resurrection[/I] will take place. Once the soul jolt discharges, Entropy loses this quality in addition to her fast healing 5. It cannot be dispelled. [B]Spells:[/B] Entropy can cast arcane spells as a 21st level sorcerer. The DCs are Charisma-based and are as follows: Enchantment 19 + spell level, Evocation 20 + spell level, all other schools 18 + spell level. [I]Sorcerer Spells Known (6/8/8/8/8/7/7/7/7/6): 0-arcane mark, daze, detect magic, detect poison, ghost sound, light, mage hand, read magic, resistance; 1st-charm person, identify, magic missile, shield, sleep; 2nd-cat’s grace, bear’s endurance, invisibility, rope trick, see invisibility; 3rd-fireball, fly, haste, nondetection, protection from energy; 4th-dimension door, enervation, greater invisibility; 5th-cone of cold, dominate person, hold monster, wall of force; 6th-antimagic field, project image, summon monster vi; 7th-limited wish, reality maelstrom, reverse gravity; 8th-bigby’s clenched fist, maze, otto’s irresistible dance, summon monster viii; 9th-gate, mordenkainen’s disjunction, shapechange[/I] [SIZE=3][B]Major Magic Items[/B][/SIZE] [I]Belt of giant strength +4, bracers of armor +8, bag of holding (4), bag of tricks (tan), bottle of air, boots of elvenkind, cloak of charisma +6, crystal ball, deck of many things, eyes of the eagle, hand of glory, headband of intellect +2, portable hole, 2 potions of cure serious wounds, ring of counterspells, ring of protection +2, ring of spell storing (major), robe of blending, vest of resistance +5[/I] [SIZE=3][B]Tactics Round-by-Round[/B][/SIZE] Powered by arcane magic, Entropy prefers to cast as many preparatory spells as possible and then annihilate her foes from a distance. [B]Prior to combat:[/B] Entropy will cast spells in the following order until circumstances dictate otherwise: [I]shapechange, greater invisibility, nondetection, shield, protection from energy (fire), protection from energy (cold), protection from energy (acid), haste[/I] [B]Round 1:[/B] [I]Mordenkainen’s disjunction[/I] if facing opponents who rely heavily on magic. If facing a very large number of opponents or if she is in a very open area she may cast [I]reality maelstrom[/I] for she can survive on virtually an plane while her opponents cannot. If one opponent is clearly more powerful than the rest she will isolate him with a [I]maze[/I] or [I]otto’s irresistible dance[/I]. [B]Round 2:[/B] Change forms via [I]shapechange[/I] into something more appropriate, if needed. To clear large swaths of foes she may use an empowered [I]fireball[/I] (sonic) or empowered [I]cone of cold[/I] (sonic). [I]Wall of force[/I] may also be used to isolate groups of opponents. [B]Round 3 and later:[/B] If there are still living opponents at this point, then the DM has done something seriously, serioulsy wrong. [SIZE=3][B]Shapechange Statistics[/B][/SIZE] Since Entropy uses the [I]shapechange[/I] spell extensively, stat blocks are provided below for some of her more common selections: [SIZE=3][B]#1 – Angel, Solar[/B][/SIZE] [B]Large Outsider (Angel, Extraplanar, Good)[/B] [B]Initiative:[/B] +5 [B]Speed:[/B] 50 ft. (10 squares), fly 150 ft. (good) [B]Armor Class:[/B] 45 (-1 size, +5 Dex, +21 natural, +8 armor, +2 deflection), touch 26, flat-footed 39 [B]Base Attack/Grapple:[/B] +11/+19 [B]Attack:[/B] +4 dancing greatsword +22 melee (2d6+20) or light crossbow +16 ranged (1d8) [B]Full Attack:[/B] +4 dancing greatsword +22/+17 melee (2d6+20) or light crossbow +16/+11 ranged (1d8) [B]Space/Reach:[/B] 10 ft/10 ft. [B]Special Attacks:[/B] Extra summoning, summon alien, spells [B]Special Qualities:[/B] Damage reduction 15/epic and evil, alien blessing, mad certainty, insane certainty, pseudonatural familiar, timeless body, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues [B]Saves:[/B] Fort +17 (+21 against poison), Ref +19, Will +20 [B]Abilities:[/B] Str 32, Dex 20, Con 20, Int 15, Wis 10, Cha 26 [SIZE=3][B]Combat[/B][/SIZE] [B]Regeneration (Ex):[/B] A solar takes normal damage from epic evil-aligned weapons and from spells or effects with the evil descriptor. [B]Protective Aura (Su):[/B] Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise it functions as a [I]magic circle against evil[/I] effect and a [I]lesser globe of invulnerability[/I], both with a radius of 20 feet (caster level 21). This aura can be dispelled, but the angel can create it again as a free action on its next turn. [B]Tongues (Su):[/B] All angels can speak with any creature that has a language, as though using a tongues spell (caster level 21). This ability is always active. [SIZE=3][B]#2 – Devil, Pit Fiend[/B][/SIZE] [B]Large Outsider (Baatezu, Evil, Extraplanar, Lawful)[/B] [B]Initiative:[/B] +8 [B]Speed:[/B] 40 ft. (8 squares), fly 60 ft. (average) [B]Armor Class:[/B] 50 (-1 size, +8 Dex, +23 natural, +8 armor, +2 deflection), touch 19, flat-footed 42 [B]Base Attack/Grapple:[/B] +11/+26 [B]Attack:[/B] +4 dancing greatsword +26 melee (2d6+26) or claw +25 melee (2d8+13) or light crossbow +16 ranged (1d8) [B]Full Attack:[/B] +4 dancing greatsword +26/+21 melee (2d6+26) or light crossbow +16/+11 ranged (1d8) or 2 claws +25 melee (2d8+13) and 2 wings +20 melee (2d6+6) and bite +20 (4d6+6 plus poison plus disease) and tail slap +20 (2d8+6) [B]Space/Reach:[/B] 10 ft/10 ft. [B]Special Attacks:[/B] Constrict 2d8+16, fear aura, improved grab, extra summoning, summon alien, spells [B]Special Qualities:[/B] Damage reduction 15/good and silver, alien blessing, mad certainty, insane certainty, pseudonatural familiar, timeless body, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, spell resistance 32, see in darkness, regeneration 5, telepathy 100 ft. [B]Saves:[/B] Fort +20, Ref +22, Will +20 [B]Abilities:[/B] Str 41, Dex 27, Con 27, Int 15, Wis 10, Cha 26 [SIZE=3][B]Combat[/B][/SIZE] [B]Constrict (Ex):[/B] A pit fiend deals 2d8+26 points of damage with a successful grapple check. [B]Disease (Ex):[/B] A creature struck by a pit fiend’s bite attack must succeed on a DC 28 Fortitude save or be infected with a vile disease know as devil chills (incubation period 1d4 days, damage 1d4 Str). The save is Constitution-based. [B]Fear Aura (Su):[/B] A pit fiend can radiate a 20-foot radius fear aura as a free action. A creature in the area must succeed on a DC 28 Will save or be affected as though by a fear spell (caster level 21st). A creature that successfully saves cannot be affected by the same pit fiend’s aura for 24 hours. Other baatezu are immune to this aura. The save DC is Charisma-based. [B]Improved Grab (Ex):[/B] To use this ability a pit fiend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [B]Poison (Ex):[/B] Injury, Fortitude 28, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based. [B]Regeneration (Ex):[/B] A pit fiend takes normal damage from good-aligned silver weapons, and from spells or effects with the good descriptor. [SIZE=3][B]#3 – Iron Golem[/B][/SIZE] [B]Large Construct[/B] [B]Initiative:[/B] -1 [B]Speed:[/B] 20 ft. (4 squares) [B]Armor Class:[/B] 30 (-1 size, -1 Dex, +22 natural), touch 8, flat-footed 30 [B]Base Attack/Grapple:[/B] +11/+26 [B]Attack:[/B] Slam +21 (2d10+11) [B]Full Attack:[/B] 2 slams +21 melee (2d10+11) [B]Space/Reach:[/B] 10 ft/10 ft. [B]Special Attacks:[/B] Breath weapon, extra summoning, summon alien, spells [B]Special Qualities:[/B] Construct traits, damage reduction 15/adamantine, alien blessing, mad certainty, insane certainty, pseudonatural familiar, timeless body, darkvision 60 ft., immunity to magic, low-light vision [B]Saves:[/B] Fort +7, Ref +8, Will +20 [B]Abilities:[/B] Str 31, Dex 9, Con --, Int 15, Wis 10, Cha 26 [SIZE=3][B]Combat[/B][/SIZE] [B]Breath Weapon (Su):[/B] 10-foot cube, cloud of poisonous gas lasting 1 round, free action every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 20 negates. The save is Constitution-based. [B]Immunity to Magic (Ex):[/B] An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage that the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An iron golem is affected normally by rust attacks, such as that of a rust monster or rusting grasp spell. [SIZE=3][B]#4 – Bodak[/B][/SIZE][B][/B] [B]Medium Undead (Extraplanar)[/B] [B]Initiative:[/B] +2 [B]Speed:[/B] 20 ft. (4 squares) [B]Armor Class:[/B] 30 (+2 Dex, +8 natural), touch 8, flat-footed 30 [B]Base Attack/Grapple:[/B] +11/+12 [B]Attack:[/B] Slam +12 melee (1d8+1) [B]Full Attack:[/B] 2 slams +12 melee (1d8+1) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Death gaze, extra summoning, summon alien, spells [B]Special Qualities:[/B] Damage reduction 10/cold iron, alien blessing, mad certainty, insane certainty, pseudonatural familiar, timeless body, darkvision 60 ft., immunity to electricity, resistance to acid 10 and fire 10, undead traits, vulnerability to sunlight [B]Saves:[/B] Fort +12, Ref +16, Will +20 [B]Abilities:[/B] Str 13, Dex 15, Con --, Int 15, Wis 10, Cha 26 [B][SIZE=3]Combat[/SIZE][/B] [B]Death Gaze (Su):[/B] Death, range 30 feet, Fortitude 28 negates. Humanoids who die from this attack are transformed into bodaks 24 hours later. This save DC is Charisma-based. [B]Vulnerability to Sunlight (Ex):[/B] Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature. [SIZE=3][B]#5 – Great Wyrm Red Dragon[/B][/SIZE][B][/B] [B]Colossal Dragon (Fire)[/B] [B]Initiative:[/B] +0 [B]Speed:[/B] 40 ft. (8 squares); fly 200 ft. (clumsy) [B]Armor Class:[/B] 41 (-8 size, +39 natural), touch 2, flat-footed 4 [B]Base Attack/Grapple:[/B] +11/+44 [B]Attack:[/B] Bite +22 melee (4d8+17) [B]Full Attack:[/B] Bite +22 melee (4d8+17), 2 claws +17 melee (4d6+8), 2 wings +17 melee (2d8+8), and tail slap +17 melee (4d6+25) [B]Space/Reach:[/B] 30 ft./20 ft. (30 ft. with bite) [B]Special Attacks:[/B] Crush, tail sweep, breath weapon, frightful presence, extra summoning, summon alien, spells [B]Special Qualities:[/B] Damage reduction 20/magic, alien blessing, mad certainty, insane certainty, pseudonatural familiar, timeless body, darkvision 120 ft., blindsense 60 ft., spell resistance 32 [B]Saves:[/B] Fort +17, Ref +7, Will +20 [B]Abilities:[/B] Str 45, Dex 10, Con 31, Int 15, Wis 10, Cha 26 [B][SIZE=3]Combat[/SIZE][/B] [B]Breath Weapon (Su):[/B] Cone of fire, 70 ft. 24d10 fire damage, Reflex 30. This DC is Constitution-based. [B]Frightful Presence (Ex):[/B] Creatures within a radius of 360 ft are affected if they have fewer than 21 HD. A potentially affected creature that succeeds on a Will save DC 28 remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. [/QUOTE]
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