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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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<blockquote data-quote="Knightfall" data-source="post: 3634729" data-attributes="member: 2012"><p><strong>Additional Thirteen Cages Bad Guy!</strong></p><p></p><p>First up, we have a unique kelubar that I made the commander of Area C7. Kelubar Command. I felt the PCs needed more of a challenge after the killed Gau without breakign a sweat.</p><p></p><p><span style="color: DarkOrange"><strong>Mastilo</strong></span></p><p><strong>Mastilo, Male Kelubar Tarterian Half-Dragon (Red) Lizardfolk, Sor9:</strong> CR 14; Medium Dragon (augmented humanoid, aquatic, reptilian); HD 2d12+4 plus 9d4+18; 63 hp; Init +4; Spd 30 ft., swim 30 ft.; AC 28 (+1 Dex, +9 natural, +4 mage armor spell, +4 shield spell), touch 19, flat-footed 27; Base Atk +5; Grp +12; Atk +12 melee (1d4+7/x2 plus 1d6 acid, claw); Full Atk +12 melee (1d4+7/x2 plus 1d6 acid, 2 claws) and +10 melee (1d6+3/x2 plus 1d6 acid, bite); SA acidic slime*, arcane spells, breath weapon, spell-like abilities, stench (Fortitude DC 13 negates)*; SQ amphibious, cannot be raised or resurrected, darkvision 120 ft., evasion, freedom of movement*, hold breath, immunity to acid, fire, poison, sleep, and paralysis, low-light vision, resistance to cold 10, summon familiar; AL CE; SV Fort +11, Ref +11, Will +12; Str 24 (+7), Dex 13 (+1), Con 15 (+2), Int 12 (+1), Wis 14 (+2), Cha 21 (+5); LA +6; ECL 15. *See page 66-67 of DUNGEON Magazine #111 for more details on these special attacks and abilities.</p><p></p><p><strong><em>Skills and Feats</em>:</strong> Appraise +6, Balance +6, Bluff +21, Concentration +19, Diplomacy +7, Jump +12, Sense Motive +9, Spellcraft +10, Swim +20; Dodge, Great Fortitude, Improved Initiative, Multiattack, Skill Focus (Concentration). Skills: Mastilo gains a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks and a +8 racial bonus on Swim checks.</p><p></p><p><strong><em>Languages</em>:</strong> Common, Draconic, and Goblin.</p><p></p><p><strong><em>Breath Weapon</em> (Su):</strong> 30-foot cone, once per day, damage 6d6 fire, Reflex DC 13 half. The save is Constitution-based.</p><p></p><p><strong><em>Sorcerer Spell Known</em> (cast 6/8/7/7/5; base save DC = 15 + spell level):</strong> 0th – acid splash, detect magic, flare, ghost sound, message, prestidigitation, ray of frost, touch of fatigue; 1st – breath flare [sup]D[/sup], mage armor, magic missile, shield, true strike; 2nd – cat’s grace, scintillating scales [sup]D[/sup], scorching ray, shatter; 3rd – blink, fireball, lightning bolt; 4th – dimension door, greater invisibility.</p><p></p><p><strong><em>Spell-like Abilities</em>:</strong> At will – detect magic, clairaudience/clairvoyance, fear (DC 19), invisibility, Melf’s acid arrow, spider climb, tongues; 3/day – fog cloud, ray of enfeeblement; 2/day – acid fog, dispel magic. Caster level: 13th. The save DC is Charisma-based.</p><p></p><p><strong><em>Possessions</em>:</strong> Cloak of resistance +4, horn of fog, ring of evasion, and winged boots.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 3634729, member: 2012"] [b]Additional Thirteen Cages Bad Guy![/b] First up, we have a unique kelubar that I made the commander of Area C7. Kelubar Command. I felt the PCs needed more of a challenge after the killed Gau without breakign a sweat. [COLOR=DarkOrange][B]Mastilo[/B][/COLOR] [B]Mastilo, Male Kelubar Tarterian Half-Dragon (Red) Lizardfolk, Sor9:[/B] CR 14; Medium Dragon (augmented humanoid, aquatic, reptilian); HD 2d12+4 plus 9d4+18; 63 hp; Init +4; Spd 30 ft., swim 30 ft.; AC 28 (+1 Dex, +9 natural, +4 mage armor spell, +4 shield spell), touch 19, flat-footed 27; Base Atk +5; Grp +12; Atk +12 melee (1d4+7/x2 plus 1d6 acid, claw); Full Atk +12 melee (1d4+7/x2 plus 1d6 acid, 2 claws) and +10 melee (1d6+3/x2 plus 1d6 acid, bite); SA acidic slime*, arcane spells, breath weapon, spell-like abilities, stench (Fortitude DC 13 negates)*; SQ amphibious, cannot be raised or resurrected, darkvision 120 ft., evasion, freedom of movement*, hold breath, immunity to acid, fire, poison, sleep, and paralysis, low-light vision, resistance to cold 10, summon familiar; AL CE; SV Fort +11, Ref +11, Will +12; Str 24 (+7), Dex 13 (+1), Con 15 (+2), Int 12 (+1), Wis 14 (+2), Cha 21 (+5); LA +6; ECL 15. *See page 66-67 of DUNGEON Magazine #111 for more details on these special attacks and abilities. [B][I]Skills and Feats[/I]:[/B] Appraise +6, Balance +6, Bluff +21, Concentration +19, Diplomacy +7, Jump +12, Sense Motive +9, Spellcraft +10, Swim +20; Dodge, Great Fortitude, Improved Initiative, Multiattack, Skill Focus (Concentration). Skills: Mastilo gains a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks and a +8 racial bonus on Swim checks. [B][I]Languages[/I]:[/B] Common, Draconic, and Goblin. [B][I]Breath Weapon[/I] (Su):[/B] 30-foot cone, once per day, damage 6d6 fire, Reflex DC 13 half. The save is Constitution-based. [B][I]Sorcerer Spell Known[/I] (cast 6/8/7/7/5; base save DC = 15 + spell level):[/B] 0th – acid splash, detect magic, flare, ghost sound, message, prestidigitation, ray of frost, touch of fatigue; 1st – breath flare [sup]D[/sup], mage armor, magic missile, shield, true strike; 2nd – cat’s grace, scintillating scales [sup]D[/sup], scorching ray, shatter; 3rd – blink, fireball, lightning bolt; 4th – dimension door, greater invisibility. [B][I]Spell-like Abilities[/I]:[/B] At will – detect magic, clairaudience/clairvoyance, fear (DC 19), invisibility, Melf’s acid arrow, spider climb, tongues; 3/day – fog cloud, ray of enfeeblement; 2/day – acid fog, dispel magic. Caster level: 13th. The save DC is Charisma-based. [B][I]Possessions[/I]:[/B] Cloak of resistance +4, horn of fog, ring of evasion, and winged boots. [/QUOTE]
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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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