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Psion's Drow (and other) Villainy thread
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<blockquote data-quote="Psion" data-source="post: 1258032" data-attributes="member: 172"><p>Heavy Patrol</p><p></p><p>Most random encounters I have left the same, but the Heavy Patrol I thought I would spice up a bit.</p><p></p><p>A heavy patrol consists of 3 ogre barbarians, 1 fire giant greatsword master, 1 fire giant rock hurler, and 1 hezrou mortal slayer.</p><p></p><p>Ogre Barbarian: Ogre Barbarian 4 (Use stock stats: Str 26, Dex 12, Con 17, Int 6, Wis 12, Cha 4, 68 hp)</p><p>See fire giant stats above</p><p></p><p>The hezrou I added mortal slayer levels to (a fiendish class from BoVD). I also fiends back most of the spell like abilities that they lose in 3.5.</p><p></p><p>Hezrou Mortal Slayer: Hezrou Ranger 2 / Mortal Slayer* 7</p><p>Large Outsider (Chaotic, Extraplanar, Evil); </p><p>Hit Dice: 12d8+7d10+190 (282 hp)</p><p>Initiative: +0</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 23 (–1 size, +14 natural) touch 9, flat-footed 23</p><p>Base Attack/Grapple: +19/+31</p><p>Attack: Bite +27 melee (4d6+8)</p><p>Full Attack: Bite +27 melee (4d6+8) and 2 claws +22 melee (2d6+4)</p><p>Face/Reach: 5 ft./10 ft.</p><p>Special Attacks: Spell-like abilities, stench, improved grab, summon demon</p><p> </p><p>Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 19, telepathy 100 ft.</p><p>Saves: Fort +25(+29), Ref +15(+19), Will +13(+17) (=against mortal magic)</p><p>Abilities: Str 26, Dex 12, Con 30, Int 16, Wis 18, Cha 16</p><p>Skills: Bluff +10, Climb +23, Concentration +25, Hide +23, Escape Artist +14, Intimidate +16, Listen +36, Move Silently +26, Search +23, Sense Motive +11, Spellcraft +16, Spot +35, Speak Language +1, Survival +12 (+14 following tracks), Use Rope +5 (+3 with bindings)</p><p>Feats: Alertness, Blind-Fight, Boost Spell Like Ability*, Cleave, Lightning Reflexes, Mortalbane*, Power Attack, Track, Quicken Spell Like Ability*, Two Weapon Fighting</p><p>Challenge Rating: 19</p><p>Alignment: Always chaotic evil</p><p></p><p>Improved Grab (Ex): To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.</p><p></p><p>Spell-Like Abilities: At will—animate object, blink, chaos hammer (DC 17), deeper darkness, desecrate, detect good, detect magic, dispel good, magic circle against good, produce flame, summon swarm, teleport without error (self plus 50 pounds of objects only), and unholy blight (DC 18); 3/day—blasphemy (DC 19), gaseous form. Caster level 13th. The save DCs are Charisma-based.</p><p></p><p>Stench (Ex): A hezrou’s skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 25 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou’s stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.. The save DC is Constitution-based.</p><p></p><p>Summon Demon (Sp): Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell.</p><p></p><p>Skills: Hezrous have a +8 racial bonus on Listen and Spot checks.</p><p></p><p>Mortal Slayer Abilities (All*)</p><p>Racial Enemy - Elves (+2 on selected skill checks and damage)</p><p>Mortal Hunter - +2 on selected skill checks and damage (+4 for elves)</p><p>Mortal Skin - can use flesh of mortals to polymorph into shape of any nondragon mortal.</p><p>Detect Mortals - As detect undead cast at 15th level, but mortals are detected.</p><p>Boost Spell Like Ability - (feat) - +2 DC on each spell like ability 3/day.</p><p>Smite Mortal - 1/day, +3 to hit, +14 damage</p><p>Spurn mortal magic - add wisdom bonus as an additional modifier to all spells or spell like abilities by mortals.</p><p>Claws of the Overfiend: Increase claw damage by one category</p></blockquote><p></p>
[QUOTE="Psion, post: 1258032, member: 172"] Heavy Patrol Most random encounters I have left the same, but the Heavy Patrol I thought I would spice up a bit. A heavy patrol consists of 3 ogre barbarians, 1 fire giant greatsword master, 1 fire giant rock hurler, and 1 hezrou mortal slayer. Ogre Barbarian: Ogre Barbarian 4 (Use stock stats: Str 26, Dex 12, Con 17, Int 6, Wis 12, Cha 4, 68 hp) See fire giant stats above The hezrou I added mortal slayer levels to (a fiendish class from BoVD). I also fiends back most of the spell like abilities that they lose in 3.5. Hezrou Mortal Slayer: Hezrou Ranger 2 / Mortal Slayer* 7 Large Outsider (Chaotic, Extraplanar, Evil); Hit Dice: 12d8+7d10+190 (282 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 23 (–1 size, +14 natural) touch 9, flat-footed 23 Base Attack/Grapple: +19/+31 Attack: Bite +27 melee (4d6+8) Full Attack: Bite +27 melee (4d6+8) and 2 claws +22 melee (2d6+4) Face/Reach: 5 ft./10 ft. Special Attacks: Spell-like abilities, stench, improved grab, summon demon Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 19, telepathy 100 ft. Saves: Fort +25(+29), Ref +15(+19), Will +13(+17) (=against mortal magic) Abilities: Str 26, Dex 12, Con 30, Int 16, Wis 18, Cha 16 Skills: Bluff +10, Climb +23, Concentration +25, Hide +23, Escape Artist +14, Intimidate +16, Listen +36, Move Silently +26, Search +23, Sense Motive +11, Spellcraft +16, Spot +35, Speak Language +1, Survival +12 (+14 following tracks), Use Rope +5 (+3 with bindings) Feats: Alertness, Blind-Fight, Boost Spell Like Ability*, Cleave, Lightning Reflexes, Mortalbane*, Power Attack, Track, Quicken Spell Like Ability*, Two Weapon Fighting Challenge Rating: 19 Alignment: Always chaotic evil Improved Grab (Ex): To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Spell-Like Abilities: At will—animate object, blink, chaos hammer (DC 17), deeper darkness, desecrate, detect good, detect magic, dispel good, magic circle against good, produce flame, summon swarm, teleport without error (self plus 50 pounds of objects only), and unholy blight (DC 18); 3/day—blasphemy (DC 19), gaseous form. Caster level 13th. The save DCs are Charisma-based. Stench (Ex): A hezrou’s skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 25 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou’s stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.. The save DC is Constitution-based. Summon Demon (Sp): Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell. Skills: Hezrous have a +8 racial bonus on Listen and Spot checks. Mortal Slayer Abilities (All*) Racial Enemy - Elves (+2 on selected skill checks and damage) Mortal Hunter - +2 on selected skill checks and damage (+4 for elves) Mortal Skin - can use flesh of mortals to polymorph into shape of any nondragon mortal. Detect Mortals - As detect undead cast at 15th level, but mortals are detected. Boost Spell Like Ability - (feat) - +2 DC on each spell like ability 3/day. Smite Mortal - 1/day, +3 to hit, +14 damage Spurn mortal magic - add wisdom bonus as an additional modifier to all spells or spell like abilities by mortals. Claws of the Overfiend: Increase claw damage by one category [/QUOTE]
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