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Noble Lamia
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<blockquote data-quote="Grazzt" data-source="post: 2425513" data-attributes="member: 7"><p>As promised....noble lamia. (I reworked its spells as the one I used in my game used a couple of spells from our newly released Eldritch Sorcery):</p><p></p><p><strong>Lamia, Noble</strong></p><p><strong>Large Magical Beast </strong></p><p>Hit Dice: 10d10+20 (75 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16</p><p>Base Attack/Grapple: +10/+18</p><p>Attack: Touch +13 melee (1d4 Wis drain) or claw +13 melee (1d6+4) or short sword +13 melee (1d8+4, 19-20/x2)</p><p>Full Attack: Touch +13 melee (1d4 Wis drain) or claw +13 melee (1d6+4) or short sword +13/+8 melee (1d8+4, 19-20/x2) and 2 claws +8 melee (1d6+2)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Spell-like abilities, spells, Wisdom drain</p><p>Special Qualities: Change shape, darkvision 60 ft., low-light vision</p><p>Saves: Fort +9, Ref +9, Will +7</p><p>Abilities: Str 18, Dex 15, Con 14, Int 14, Wis 15, Cha 14</p><p>Skills: Bluff +19, Concentration +15, Diplomacy +4, Disguise +2 (+4 acting), Hide +15, Intimidate +4, Listen +2, Spot +15</p><p>Feats: Dodge, Iron Will, Mobility, Spring Attack</p><p>Environment: Temperate deserts</p><p>Organization: Solitary, pair, or gang (1d2, plus 1d4 lamias)</p><p>Challenge Rating: 7</p><p>Treasure: Standard</p><p>Alignment: Usually chaotic evil</p><p>Advancement: 11-20 HD (Large); 21-30 HD (Huge)</p><p>Level Adjustment: +5</p><p></p><p><strong>Combat</strong></p><p><strong>Spell-Like Abilities:</strong> At will—<em>disguise self, ventriloquism</em>; 3/day—<em>charm monster</em> (DC 16), <em>major image </em>(DC 15), <em>mirror image, suggestion</em> (DC 15); 1/day—<em>deep slumber </em>(DC 15). Caster level 10th. The save DCs are Charisma-based.</p><p></p><p><strong>Spells:</strong> Lamia nobles cast arcane spells as 6th-level sorcerers. </p><p></p><p><em>Typical Sorcerer Spells Known </em>(+13 melee touch, +11 ranged touch; Cast per Day 6/7/6/3; save DC 12 + spell level): 0—<em>acid splash, daze, detect magic, flare, ray of frost, resistance, touch of fatigue</em>; 1st—<em>hypnotism, sleep, enlarge person, magic weapon</em>; 2nd—<em>touch of idiocy, blindness/deafness</em>; 3rd—<em>hold person</em>.</p><p></p><p><strong>Wisdom Drain (Su):</strong> The touch of a noble lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack. Unlike with other types of ability drain attacks, a noble lamia does not heal any damage when it uses its Wisdom drain. </p><p></p><p><strong>Change Shape (Su):</strong> A noble lamia can assume the shape of a human as a standard action. In human form it cannot use its natural weapons but can wield weapons and wear armor. It retains use of its Wisdom draining touch and can use its spells and spell-like abilities in human form. </p><p></p><p><strong>Skills: </strong>Noble lamias have a +4 racial bonus on Bluff and Hide checks.</p></blockquote><p></p>
[QUOTE="Grazzt, post: 2425513, member: 7"] As promised....noble lamia. (I reworked its spells as the one I used in my game used a couple of spells from our newly released Eldritch Sorcery): [B]Lamia, Noble Large Magical Beast [/B] Hit Dice: 10d10+20 (75 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16 Base Attack/Grapple: +10/+18 Attack: Touch +13 melee (1d4 Wis drain) or claw +13 melee (1d6+4) or short sword +13 melee (1d8+4, 19-20/x2) Full Attack: Touch +13 melee (1d4 Wis drain) or claw +13 melee (1d6+4) or short sword +13/+8 melee (1d8+4, 19-20/x2) and 2 claws +8 melee (1d6+2) Space/Reach: 10 ft./5 ft. Special Attacks: Spell-like abilities, spells, Wisdom drain Special Qualities: Change shape, darkvision 60 ft., low-light vision Saves: Fort +9, Ref +9, Will +7 Abilities: Str 18, Dex 15, Con 14, Int 14, Wis 15, Cha 14 Skills: Bluff +19, Concentration +15, Diplomacy +4, Disguise +2 (+4 acting), Hide +15, Intimidate +4, Listen +2, Spot +15 Feats: Dodge, Iron Will, Mobility, Spring Attack Environment: Temperate deserts Organization: Solitary, pair, or gang (1d2, plus 1d4 lamias) Challenge Rating: 7 Treasure: Standard Alignment: Usually chaotic evil Advancement: 11-20 HD (Large); 21-30 HD (Huge) Level Adjustment: +5 [B]Combat Spell-Like Abilities:[/B] At will—[I]disguise self, ventriloquism[/I]; 3/day—[I]charm monster[/I] (DC 16), [I]major image [/I](DC 15), [I]mirror image, suggestion[/I] (DC 15); 1/day—[I]deep slumber [/I](DC 15). Caster level 10th. The save DCs are Charisma-based. [B]Spells:[/B] Lamia nobles cast arcane spells as 6th-level sorcerers. [I]Typical Sorcerer Spells Known [/I](+13 melee touch, +11 ranged touch; Cast per Day 6/7/6/3; save DC 12 + spell level): 0—[I]acid splash, daze, detect magic, flare, ray of frost, resistance, touch of fatigue[/I]; 1st—[I]hypnotism, sleep, enlarge person, magic weapon[/I]; 2nd—[I]touch of idiocy, blindness/deafness[/I]; 3rd—[I]hold person[/I]. [B]Wisdom Drain (Su):[/B] The touch of a noble lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack. Unlike with other types of ability drain attacks, a noble lamia does not heal any damage when it uses its Wisdom drain. [B]Change Shape (Su):[/B] A noble lamia can assume the shape of a human as a standard action. In human form it cannot use its natural weapons but can wield weapons and wear armor. It retains use of its Wisdom draining touch and can use its spells and spell-like abilities in human form. [B]Skills: [/B]Noble lamias have a +4 racial bonus on Bluff and Hide checks. [/QUOTE]
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