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<blockquote data-quote="Endur" data-source="post: 2814645" data-attributes="member: 3346"><p><strong>Skassik, Bethe, Final, and Guoquog</strong></p><p></p><p>Skassik: Male salamander Blk4; CR 10; Medium-size outsider (Extraplanar, Fire); HD 9d8 +27 plus 4d10 +12; hp 99; Init +1; Spd 15 ft.; AC 27, touch 11, flat-footed 26; Base Atk +13; Grp +15; Atk +19 melee (2d6+7/17-20 plus 1d6 fire, barbed +1 greatsword) or +17 melee (2d6+4 plus 1d6 fire, tail slap); Full Atk +19/+14/+9 melee (2d6+6/17-20 plus 1d6 fire, barbed masterwork greatsword) and +12 melee (2d6+2 plus 1d6 fire, tail slap); Reach 5 ft. (10 ft. with tail); SA Command undead 7/day, constrict 2d6+2 and 1d6 fire, improved grab, poison, smite good (1/day, +4 attack, +4 damage); SQ Blackguard abilities, damage reduction 10/magic, darkvision 60 ft., immunity to fire, vulnerability to cold; AL CE; SV Fort +15, Ref +10, Will +12; Str 18, Dex 12, Con 16, Int 12, Wis 17, Cha 18. </p><p>Skills and Feats:Bluff +16, Craft (blacksmithing) +17, Hide +13(-armor mod), Intimidate +18, Knowledge (religion) +17, Listen +15, Move Silently +13(-armor mod), Search +13, Spot +15; Cleave, Improved Sunder, Power Attack, Weapon Focus Great Sword, Improved Critical Great Sword</p><p>Blackguard Abilities: Detect good at will, Smite Good +2/+4, Sneak Attack 1d6, aura of despair (enemies within 10 ft. suffer -2 penalty on all saves. </p><p>Constrict (Ex): Skassik deals automatic tail slap damage (including fire damage) with a successful grapple check against creatures up to Large size. </p><p>Improved Grab (Ex): Skassik must hit a creature of up to Large size with his tail slap attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict. </p><p>Poison: Giant wasp poison. Fort save DC 18; 1d6 Dex/ 1d6 Dex. </p><p>Rebuke Undead: Skassik gains a +2 synergy bonus on Rebuke Undead checks because he has 5 ranks in Knowledge (religion). </p><p>Vulnerability to cold: Skassik takes half again as much (+50%) damage as normal from cold effects. </p><p>Spells Prepared (2/1; save DC 12 +spell level): 1st- corrupt weapon, cure light wounds 2nd- bull’s strength, death knell. </p><p>Possessions: +1 Bright red full plate armor, +1 barbed greatsword, ring of feather falling, giant wasp poison (2 doses).</p><p></p><p>Bethe: Human Monk5/Asn4; </p><p>Medium humanoid (human); HD 5d8+5 plus 4d6+4; hp 45; Init +7; Spd 40 ft.; AC 16, touch 16, flat-footed 10; Base Atk +6; Grp +11; Atk +9 melee (1d8+1, unarmed strike); Full Atk +8/+8/+3 melee (1d8+1/20 x2); SA sneak attack +2d6, death attack; SQ evasion, poison use, uncanny dodge, +2 bonus on saves against poison and enchantment spells, Stunning Fist 6/day (DC 16); AL CE; SV Fort +6, Ref +11, Will +7; </p><p></p><p>Str 12, Dex 17, Con 12, Int 12, Wis 14, Cha 9.</p><p></p><p>Skills and Feats: Balance +8, Bluff +4, Climb +6, Concentration +1, Disguise +4, Escape Artist +8, Hide +16, Jump +6, Listen +7, Move Silently +11, Spot +7, Swim +6, Tumble +10; Blindfight, Deflect Arrow, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Stunning Fist, Weapon Finesse Unarmed Strike, Snatch Arrow.</p><p></p><p>Assassin Spells Known (4/1; save DC 12 + spell level): 1st—disguise self, detect poison, feather fall, true strike; 2nd—alter self, spider climb, undetectable alignment</p><p></p><p>Death Attack (Ex): If the assassin studies a target for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack can also paralyze (for 1d6+4 rounds) or kill the victim. Fort save DC 15 to resist.</p><p></p><p></p><p>The Final Guardian of the Eye of Tulian</p><p>Mimic (hp 60), speaks Dwarven and Common, alignment lawful good, otherwise per the Monster Manual </p><p> </p><p>Guoquog: Female sea hag Ftr4; CR 8; Medium monstrous humanoid (aquatic); HD 3d8+4d10+10; hp 37; Init +1; Spd 30 ft., swim 40 ft.; AC 14, touch 11, flat-footed 13; Base Atk +7; Grp +13; Atk +14 melee (1d4+8, claw) or +8 ranged (1d8+2/x3, masterwork composite longbow [+2 Str]); Full Atk +14/+14 melee (1d4+8, claw) or +8/+3 ranged (1d8+2/x3, masterwork composite longbow [+2 Str]); Space/Reach: 5 ft./5 ft.; SA Horrific appearance, evil eye; SQ amphibious, spell resistance 14; AL CE; SV Fort +6, Ref +5, Will +5; Str 22, Dex 12, Con 12, Int 10, Wis 13, Cha 10. </p><p>Skills and Feats: Climb +7, Hide +7, Jump +7, Knowledge (Outer Fane) +3, Listen +6, Spot +6, Swim +14; Alertness, Cleave, Power Attack, Toughness, Weapon Focus (claws), Weapon Specialization (claws) </p><p>Evil Eye (Su): 3/day direct gaze at target within 30'. Will save (DC 11), or be dazed for 3 days and must make a Fortitude save (DC 11) or die from fright. </p><p>Horrific Appearance (Su): Any creature that looks at Guoquog must make a Fort save once per day (DC 11) or take 2d6 points of temporary Str damage. Creatures who save or who are affected by this power cannot be affected by Guoquog’s horrific appearance for one day.</p></blockquote><p></p>
[QUOTE="Endur, post: 2814645, member: 3346"] [b]Skassik, Bethe, Final, and Guoquog[/b] Skassik: Male salamander Blk4; CR 10; Medium-size outsider (Extraplanar, Fire); HD 9d8 +27 plus 4d10 +12; hp 99; Init +1; Spd 15 ft.; AC 27, touch 11, flat-footed 26; Base Atk +13; Grp +15; Atk +19 melee (2d6+7/17-20 plus 1d6 fire, barbed +1 greatsword) or +17 melee (2d6+4 plus 1d6 fire, tail slap); Full Atk +19/+14/+9 melee (2d6+6/17-20 plus 1d6 fire, barbed masterwork greatsword) and +12 melee (2d6+2 plus 1d6 fire, tail slap); Reach 5 ft. (10 ft. with tail); SA Command undead 7/day, constrict 2d6+2 and 1d6 fire, improved grab, poison, smite good (1/day, +4 attack, +4 damage); SQ Blackguard abilities, damage reduction 10/magic, darkvision 60 ft., immunity to fire, vulnerability to cold; AL CE; SV Fort +15, Ref +10, Will +12; Str 18, Dex 12, Con 16, Int 12, Wis 17, Cha 18. Skills and Feats:Bluff +16, Craft (blacksmithing) +17, Hide +13(-armor mod), Intimidate +18, Knowledge (religion) +17, Listen +15, Move Silently +13(-armor mod), Search +13, Spot +15; Cleave, Improved Sunder, Power Attack, Weapon Focus Great Sword, Improved Critical Great Sword Blackguard Abilities: Detect good at will, Smite Good +2/+4, Sneak Attack 1d6, aura of despair (enemies within 10 ft. suffer -2 penalty on all saves. Constrict (Ex): Skassik deals automatic tail slap damage (including fire damage) with a successful grapple check against creatures up to Large size. Improved Grab (Ex): Skassik must hit a creature of up to Large size with his tail slap attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict. Poison: Giant wasp poison. Fort save DC 18; 1d6 Dex/ 1d6 Dex. Rebuke Undead: Skassik gains a +2 synergy bonus on Rebuke Undead checks because he has 5 ranks in Knowledge (religion). Vulnerability to cold: Skassik takes half again as much (+50%) damage as normal from cold effects. Spells Prepared (2/1; save DC 12 +spell level): 1st- corrupt weapon, cure light wounds 2nd- bull’s strength, death knell. Possessions: +1 Bright red full plate armor, +1 barbed greatsword, ring of feather falling, giant wasp poison (2 doses). Bethe: Human Monk5/Asn4; Medium humanoid (human); HD 5d8+5 plus 4d6+4; hp 45; Init +7; Spd 40 ft.; AC 16, touch 16, flat-footed 10; Base Atk +6; Grp +11; Atk +9 melee (1d8+1, unarmed strike); Full Atk +8/+8/+3 melee (1d8+1/20 x2); SA sneak attack +2d6, death attack; SQ evasion, poison use, uncanny dodge, +2 bonus on saves against poison and enchantment spells, Stunning Fist 6/day (DC 16); AL CE; SV Fort +6, Ref +11, Will +7; Str 12, Dex 17, Con 12, Int 12, Wis 14, Cha 9. Skills and Feats: Balance +8, Bluff +4, Climb +6, Concentration +1, Disguise +4, Escape Artist +8, Hide +16, Jump +6, Listen +7, Move Silently +11, Spot +7, Swim +6, Tumble +10; Blindfight, Deflect Arrow, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Stunning Fist, Weapon Finesse Unarmed Strike, Snatch Arrow. Assassin Spells Known (4/1; save DC 12 + spell level): 1st—disguise self, detect poison, feather fall, true strike; 2nd—alter self, spider climb, undetectable alignment Death Attack (Ex): If the assassin studies a target for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack can also paralyze (for 1d6+4 rounds) or kill the victim. Fort save DC 15 to resist. The Final Guardian of the Eye of Tulian Mimic (hp 60), speaks Dwarven and Common, alignment lawful good, otherwise per the Monster Manual Guoquog: Female sea hag Ftr4; CR 8; Medium monstrous humanoid (aquatic); HD 3d8+4d10+10; hp 37; Init +1; Spd 30 ft., swim 40 ft.; AC 14, touch 11, flat-footed 13; Base Atk +7; Grp +13; Atk +14 melee (1d4+8, claw) or +8 ranged (1d8+2/x3, masterwork composite longbow [+2 Str]); Full Atk +14/+14 melee (1d4+8, claw) or +8/+3 ranged (1d8+2/x3, masterwork composite longbow [+2 Str]); Space/Reach: 5 ft./5 ft.; SA Horrific appearance, evil eye; SQ amphibious, spell resistance 14; AL CE; SV Fort +6, Ref +5, Will +5; Str 22, Dex 12, Con 12, Int 10, Wis 13, Cha 10. Skills and Feats: Climb +7, Hide +7, Jump +7, Knowledge (Outer Fane) +3, Listen +6, Spot +6, Swim +14; Alertness, Cleave, Power Attack, Toughness, Weapon Focus (claws), Weapon Specialization (claws) Evil Eye (Su): 3/day direct gaze at target within 30'. Will save (DC 11), or be dazed for 3 days and must make a Fortitude save (DC 11) or die from fright. Horrific Appearance (Su): Any creature that looks at Guoquog must make a Fort save once per day (DC 11) or take 2d6 points of temporary Str damage. Creatures who save or who are affected by this power cannot be affected by Guoquog’s horrific appearance for one day. [/QUOTE]
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