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Jactoth and Nannuoth (Tanar’ri) what do you think
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<blockquote data-quote="las" data-source="post: 452826" data-attributes="member: 889"><p><strong>Jactoth and Nannuoth (Tanar’ri) what do you think</strong></p><p></p><p>Jactoth (Tanar’ri)</p><p>Medium-Size Outsider (Chaotic, Evil, Fire)</p><p>Hit Dice: 8d8+40 (76 hp)</p><p>Initiative: +4 (+4 Dex)</p><p>Speed: 30 ft.</p><p>AC: 19 (+4 Dex, +5 natrural)</p><p>Attacks: 8 Claws +12</p><p>Damage: Claw 1d4+3/19-20</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Attacks: Spell-like abilitys</p><p>Special Qualities: DR 20/+1, Fast Healing 10, Fire Subtype, Summon tanar’ri, tanar’ri traits</p><p>Saves: Fort +11, Ref +10, Will +7</p><p>Abilities: Str 16, Dex 18, Con 20, Int 8, Wis 12, Cha 18</p><p>Skills: Balance +12, Climb +11, Hide +12, Jump +11, Listen +9, Move Silently +12, Search +9</p><p>Feats: Weapon Focus (Claws), Dodge, Improved Critical (Claw)</p><p></p><p>Climate/Terrain: Any land</p><p>Organization: Solitary, pair, or Squad (11-20)</p><p>Challenge Rating: 9</p><p>Treasure: Standard</p><p>Alignment: Always Chaotic evil</p><p>Advancement: 8-16 HD (Medium-Size)</p><p></p><p>This demon looks like an ape with 8 arms with big sharp claws. They have glowing eyes of a deep blue. They small of rotten meat. There hair looks like its on fire but does not move like fire.</p><p></p><p>This demon is used a seconddary shock trops in there armys.</p><p></p><p>Combat</p><p>Jactoth’s charge in a start clawing things to peaces.</p><p>Spell-Like Abilities: At will-Detect good, See invisility, Fire dart*. Caster level 5th; DC 14 + spell level. Ranged touch bonus +12.</p><p> Fire Subtype (Ex): A Jactoth is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure.</p><p> Summon Tanar’ri (Sp): Once per day, a jactoth can attempt to summon another jactoth with a 50% chance of success.</p><p></p><p>Fire Dart</p><p>Evocation (Fire)</p><p>Level: Sor/Wiz 1, Wuj 1-(Fire)</p><p>Components: V, S</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Casting Time: 1 action</p><p>Target: One Creature</p><p>Duration: Instantaneous</p><p>Saving throw: None</p><p>Spell Resistance: Yes</p><p></p><p> One fire dart shuts from your palm at your target. You must succeed at a ranged touch attack to hit your target. The dart deals a total of 1d4 points of fire damage per caster level (maximum 5d4-fire damage).</p><p></p><p>Nannuoth (Tanar’ri)</p><p>Large Outsider (Chaotic, Evil)</p><p>Hit Dice: 10d8+33 (78 hp)</p><p>Initiative: +1 (+1 Dex)</p><p>Speed: 50 ft.</p><p>AC: 20 (+1 Dex, -1 Size, +10 natrural)</p><p>Attacks: 4 Bites +17</p><p>Damage: Bite 1d8+7/16-20/x3</p><p>Face/Reach: 5 ft. by 5 ft./10 ft.</p><p>Special Attacks: Rend fallen, Augmented critical</p><p>Special Qualities: Summon tanar’ri, tanar’ri traits</p><p>Saves: Fort +10, Ref +8, Will +6</p><p>Abilities: Str 24, Dex 12, Con 16, Int 8, Wis 9, Cha 8</p><p>Skills: Balance +11, Climb +17, Hide +11, Jump +17, Listen +9, Move Silently +11, Search +9</p><p>Feats: Weapon Focus (Bite), Improved Critical (Bite), Toughness</p><p></p><p>Climate/Terrain: Any land</p><p>Organization: Solitary, pair, or Squad (11-20)</p><p>Challenge Rating: 7</p><p>Treasure: Standard</p><p>Alignment: Always Chaotic evil</p><p>Advancement: 11-20 HD (Large)</p><p></p><p>This deomon is a bigger vershen of the Abyssal Maw. Unlike its smaller kin it has for openings that have the same kind of gnashing teeth.</p><p></p><p>Combat</p><p>Used in the same way that there lesser kin are.</p><p> Augmented Critical (Ex): A nannuoth threatens a critical hit on a natural attack roll of 18-20. On a successful critical hit on a bite attack it deals triple damage.</p><p> Rend Fallen (Ex): A nannuoth loves to tear into its downed foes. It automaticall deals an additional 4d8+28 points of damage to any foe it drops in a melee attack.</p><p> Summon Tanar’ri (Sp): Once per day, a nannuoth can attempt to summon another nannuoth with a 5% chance of success.</p><p> Feats: With its Improved Critical feat its bite attack has a threat range of 16-20.</p><p></p><p>Hope you like this.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="las, post: 452826, member: 889"] [b]Jactoth and Nannuoth (Tanar’ri) what do you think[/b] Jactoth (Tanar’ri) Medium-Size Outsider (Chaotic, Evil, Fire) Hit Dice: 8d8+40 (76 hp) Initiative: +4 (+4 Dex) Speed: 30 ft. AC: 19 (+4 Dex, +5 natrural) Attacks: 8 Claws +12 Damage: Claw 1d4+3/19-20 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Spell-like abilitys Special Qualities: DR 20/+1, Fast Healing 10, Fire Subtype, Summon tanar’ri, tanar’ri traits Saves: Fort +11, Ref +10, Will +7 Abilities: Str 16, Dex 18, Con 20, Int 8, Wis 12, Cha 18 Skills: Balance +12, Climb +11, Hide +12, Jump +11, Listen +9, Move Silently +12, Search +9 Feats: Weapon Focus (Claws), Dodge, Improved Critical (Claw) Climate/Terrain: Any land Organization: Solitary, pair, or Squad (11-20) Challenge Rating: 9 Treasure: Standard Alignment: Always Chaotic evil Advancement: 8-16 HD (Medium-Size) This demon looks like an ape with 8 arms with big sharp claws. They have glowing eyes of a deep blue. They small of rotten meat. There hair looks like its on fire but does not move like fire. This demon is used a seconddary shock trops in there armys. Combat Jactoth’s charge in a start clawing things to peaces. Spell-Like Abilities: At will-Detect good, See invisility, Fire dart*. Caster level 5th; DC 14 + spell level. Ranged touch bonus +12. Fire Subtype (Ex): A Jactoth is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure. Summon Tanar’ri (Sp): Once per day, a jactoth can attempt to summon another jactoth with a 50% chance of success. Fire Dart Evocation (Fire) Level: Sor/Wiz 1, Wuj 1-(Fire) Components: V, S Range: Medium (100 ft. + 10 ft./level) Casting Time: 1 action Target: One Creature Duration: Instantaneous Saving throw: None Spell Resistance: Yes One fire dart shuts from your palm at your target. You must succeed at a ranged touch attack to hit your target. The dart deals a total of 1d4 points of fire damage per caster level (maximum 5d4-fire damage). Nannuoth (Tanar’ri) Large Outsider (Chaotic, Evil) Hit Dice: 10d8+33 (78 hp) Initiative: +1 (+1 Dex) Speed: 50 ft. AC: 20 (+1 Dex, -1 Size, +10 natrural) Attacks: 4 Bites +17 Damage: Bite 1d8+7/16-20/x3 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Rend fallen, Augmented critical Special Qualities: Summon tanar’ri, tanar’ri traits Saves: Fort +10, Ref +8, Will +6 Abilities: Str 24, Dex 12, Con 16, Int 8, Wis 9, Cha 8 Skills: Balance +11, Climb +17, Hide +11, Jump +17, Listen +9, Move Silently +11, Search +9 Feats: Weapon Focus (Bite), Improved Critical (Bite), Toughness Climate/Terrain: Any land Organization: Solitary, pair, or Squad (11-20) Challenge Rating: 7 Treasure: Standard Alignment: Always Chaotic evil Advancement: 11-20 HD (Large) This deomon is a bigger vershen of the Abyssal Maw. Unlike its smaller kin it has for openings that have the same kind of gnashing teeth. Combat Used in the same way that there lesser kin are. Augmented Critical (Ex): A nannuoth threatens a critical hit on a natural attack roll of 18-20. On a successful critical hit on a bite attack it deals triple damage. Rend Fallen (Ex): A nannuoth loves to tear into its downed foes. It automaticall deals an additional 4d8+28 points of damage to any foe it drops in a melee attack. Summon Tanar’ri (Sp): Once per day, a nannuoth can attempt to summon another nannuoth with a 5% chance of success. Feats: With its Improved Critical feat its bite attack has a threat range of 16-20. Hope you like this.:D [/QUOTE]
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