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<blockquote data-quote="law" data-source="post: 1971652" data-attributes="member: 15740"><p>Monster #10</p><p> </p><p> <strong>Grave Hunter</strong></p><p> <strong>Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)</strong></p><p> <strong>Hit Dice:</strong> 12d8+132 (186 hp)</p><p> <strong>Initiative:</strong> +3 (+3 Dex)</p><p> <strong>Speed:</strong> 40 ft., Fly 30 ft. (Poor)</p><p> <strong>AC:</strong> 21 (-1 Size, +1 Dex, +11 natural), touch 10, flat-footed 20</p><p> <strong>Base Attack/Grapple:</strong> +12/+20</p><p> <strong>Attack:</strong> Bite +22 (2d6+12 plus Poison)</p><p> <strong>Full Attack:</strong> Bite +22 (2d6+12 plus Poison) and 2 claws +17 (1d6+8)</p><p> <strong>Space/Reach:</strong> 10 ft./10 ft.</p><p> <strong>Special Attacks:</strong> Spell-like abilities, Poison</p><p> <strong>Special Qualities:</strong> Damage reduction 10/good and bludgeoning, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft.</p><p> <strong>Saves:</strong> Fort +13, Ref +11, Will +13</p><p> <strong>Abilities:</strong> Str 19, Dex 16, Con 21, Int 14, Wis 17, Cha 22</p><p> <strong>Skills:</strong> Concentration +17, Craft (alchemy) +14, Knowledge (acrana) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +15, Search +15, Sense Motive +15, Spellcraft +16, Spot +15</p><p> <strong>Feats:</strong> Ability Focus (Poison), Improved Natural Attack (Bite), Iron Will, Wingover</p><p> <strong>Environment:</strong> Mabar, the Endless Night</p><p> <strong>Organization:</strong> Solitary, troupe (1 grave hunter, any number of undead), or grave troupe (3 grave hunters, any number of undead)</p><p> <strong>Challenge Rating:</strong> 13</p><p> <strong>Treasure:</strong> Standard</p><p> <strong>Alignment:</strong> Always Chaotic Evil</p><p> <strong>Advancement:</strong> By character class</p><p> <strong>Level Adjustment:</strong> +10</p><p> </p><p> <em>A large skeletal humanoid with large bat wings is in front of you, it seams to give off the chill of undeath.</em></p><p> </p><p> Grave Hunters look like skeletal humanoids with big bat wings springing from their spine. Even though they are alive despite their appearance they are obsessed with undeath and necromancy. They would rather study death, undeath, and the undead to find newer ways to make undead. They commonly capture mortals to conduct experiments on them so they can find better ways to do what they do best make better undead. They have increased the power of any necromancer that has summoned them.</p><p> </p><p> <strong>Combat</strong></p><p> A Grave Hunter would rather fight at a distance then up close. They would rather send there undead troops them on their own.</p><p> <strong>Spell-Like abilities (Sp):</strong> At will-<em>Chill of the Void* (DC 20), Command Undead (DC 18), False Life, greater teleport (self plus 50 pounds of objects only), Wall of Bones **</em>; 3/day—<em>Animate Dead, Deathwatch, Pain** (DC 20), Create Undead</em>; 1/day—<em>Create Greater Undead</em>. Caster level 12th. The Save DCs are Charisma-based.</p><p> <strong>Poison (Ex):</strong> Injury, Fortitude DC 23, initial damage 2d8 Con and 2d4 Charisma, secondary damage 3d6 Con. The save DC is Constitution-based and includes the +2 bonus from the Ability Focus feat.</p><p> <strong><em>Summon Tanar’ri</em> (Sp):</strong> Once per day, a Grave Hunter can attempt to summon another Grave Hunter with a 40% chance of Success.</p><p> <strong>Unholy Power (Su):</strong> A grave hunter adds its Charisma modifier as a luck bonus to its melee attack and damage roles.</p><p> <strong>Unholy Toughness (Ex):</strong> A grave hunter gains a bonus to its hit points equal to its Charisma modifier X its Hit Dice.</p><p> <strong>Skills:</strong> Grave Hunters have a +6 racial bonus on Listen and Spot checks.</p><p> </p><p> * New spell see below.</p><p> ** See Oriental Adventures or Complete Arcane for this spell.</p><p> </p><p> <strong>New Spell </strong></p><p> </p><p> <strong>Chill of the Void </strong></p><p> Evocation [Cold]</p><p> <strong>Level:</strong> Sor/Wiz 4</p><p> <strong>Components:</strong> V, S</p><p> <strong>Casting Time:</strong> 1 standard action</p><p> <strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p> <strong>Effect:</strong> Ray</p><p> <strong>Duration:</strong> Instantaneous</p><p> <strong>Saving Throw:</strong> Fortitude partial; see text</p><p> <strong>Spell Resistance:</strong> Yes</p><p> </p><p> A purple ray springs from your hand. You draw power from the void giving you the power to chill more then just one part of the flesh but all the flesh of the target. You must succeed at a ranged touch attack to strike the target. The target takes 1d4 points of cold damage per caster level (maximum 15d4) there is no save for this part of the spell. The target creature also takes 2 points of Constitution damage unless it makes a successful Fortitude saving throw.</p></blockquote><p></p>
[QUOTE="law, post: 1971652, member: 15740"] Monster #10 [b]Grave Hunter Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)[/b] [b]Hit Dice:[/b] 12d8+132 (186 hp) [b]Initiative:[/b] +3 (+3 Dex) [b]Speed:[/b] 40 ft., Fly 30 ft. (Poor) [b]AC:[/b] 21 (-1 Size, +1 Dex, +11 natural), touch 10, flat-footed 20 [b]Base Attack/Grapple:[/b] +12/+20 [b]Attack:[/b] Bite +22 (2d6+12 plus Poison) [b]Full Attack:[/b] Bite +22 (2d6+12 plus Poison) and 2 claws +17 (1d6+8) [b]Space/Reach:[/b] 10 ft./10 ft. [b]Special Attacks:[/b] Spell-like abilities, Poison [b]Special Qualities:[/b] Damage reduction 10/good and bludgeoning, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft. [b]Saves:[/b] Fort +13, Ref +11, Will +13 [b]Abilities:[/b] Str 19, Dex 16, Con 21, Int 14, Wis 17, Cha 22 [b]Skills:[/b] Concentration +17, Craft (alchemy) +14, Knowledge (acrana) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +15, Search +15, Sense Motive +15, Spellcraft +16, Spot +15 [b]Feats:[/b] Ability Focus (Poison), Improved Natural Attack (Bite), Iron Will, Wingover [b]Environment:[/b] Mabar, the Endless Night [b]Organization:[/b] Solitary, troupe (1 grave hunter, any number of undead), or grave troupe (3 grave hunters, any number of undead) [b]Challenge Rating:[/b] 13 [b]Treasure:[/b] Standard [b]Alignment:[/b] Always Chaotic Evil [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] +10 [i]A large skeletal humanoid with large bat wings is in front of you, it seams to give off the chill of undeath.[/i] Grave Hunters look like skeletal humanoids with big bat wings springing from their spine. Even though they are alive despite their appearance they are obsessed with undeath and necromancy. They would rather study death, undeath, and the undead to find newer ways to make undead. They commonly capture mortals to conduct experiments on them so they can find better ways to do what they do best make better undead. They have increased the power of any necromancer that has summoned them. [b]Combat[/b] A Grave Hunter would rather fight at a distance then up close. They would rather send there undead troops them on their own. [b]Spell-Like abilities (Sp):[/b] At will-[i]Chill of the Void* (DC 20), Command Undead (DC 18), False Life, greater teleport (self plus 50 pounds of objects only), Wall of Bones **[/i]; 3/day—[i]Animate Dead, Deathwatch, Pain** (DC 20), Create Undead[/i]; 1/day—[i]Create Greater Undead[/i]. Caster level 12th. The Save DCs are Charisma-based. [b]Poison (Ex):[/b] Injury, Fortitude DC 23, initial damage 2d8 Con and 2d4 Charisma, secondary damage 3d6 Con. The save DC is Constitution-based and includes the +2 bonus from the Ability Focus feat. [b][i]Summon Tanar’ri[/i] (Sp):[/b] Once per day, a Grave Hunter can attempt to summon another Grave Hunter with a 40% chance of Success. [b]Unholy Power (Su):[/b] A grave hunter adds its Charisma modifier as a luck bonus to its melee attack and damage roles. [b]Unholy Toughness (Ex):[/b] A grave hunter gains a bonus to its hit points equal to its Charisma modifier X its Hit Dice. [b]Skills:[/b] Grave Hunters have a +6 racial bonus on Listen and Spot checks. * New spell see below. ** See Oriental Adventures or Complete Arcane for this spell. [b]New Spell [/b] [b]Chill of the Void [/b] Evocation [Cold] [b]Level:[/b] Sor/Wiz 4 [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Effect:[/b] Ray [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Fortitude partial; see text [b]Spell Resistance:[/b] Yes A purple ray springs from your hand. You draw power from the void giving you the power to chill more then just one part of the flesh but all the flesh of the target. You must succeed at a ranged touch attack to strike the target. The target takes 1d4 points of cold damage per caster level (maximum 15d4) there is no save for this part of the spell. The target creature also takes 2 points of Constitution damage unless it makes a successful Fortitude saving throw. [/QUOTE]
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