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<blockquote data-quote="WizarDru" data-source="post: 1663574" data-attributes="member: 151"><p>As per Nifft's request, here are the creatures that the Meepites encountered in the first chapter of '<em><strong>Down Among the Dead Men</strong></em>':</p><p> </p><p> </p><p> <span style="font-size: 15px"><em><strong>The Failed</strong></em></span></p><p> </p><p> <em><strong>Marut inevitable Derv7/Rog3</strong></em>: CR 25; Size L; HD 15d10 + 5d10 + 3d6 + 2d10; hp 152, 160; Init +4; Spd 40 ft (base 30 ft) ; base speed 40 ft.; AC 37, touch 13, FF 35; BAB +20/+15/+10/+5; Grapple +37; Atk: +33/+33 melee (2d6 + 13 plus 3d6 sonic (or) electricity, Slams), +33 melee (2d6 + 13 plus 3d6 sonic, or Slam), +33 melee (2d6 + 13 plus 3d6 electricity, or Slam); SA Fists of thunder and lightning, spell-like abilities; SQ Construct traits, damage reduction 15/chaotic, darkvision 60 ft., fast healing 10, low-light vision, spell resistance 25; SV Fort +10, Ref +15, Will +15; AL LN; Str 36, Dex 14, Con 0, Int 13, Wis 18, Cha 18.</p><p></p><p> <em>Languages spoken</em>: Abyssal, Celestial, Infernal, and the native language of their first target</p><p> <em></em></p><p><em> Skills and Feats</em>: Concentration +13, Diplomacy +6, Escape Artist +7, Sleight of Hand +26, Jump +17, Knowledge (Religion) +10, Listen +20, Search +10, Sense Motive +13, Spot +17, Tumble +30; Armor Proficiency (Light), Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Improved Bull Rush, Mobility, Power Attack, Simple Weapon Proficiency, Spring Attack, Weapon Focus, Combat Expertise, Ability Focus, Awesome Blow, Arterial Strike, Eyes in the Back of Your Head.</p><p> <em></em></p><p><em> Spells Known</em>: Air walk, Chain lightning, Circle of death, Dimension door, Greater dispel magic, Earthquake, Fear, Geas/quest, Mass inflict light wounds, Locate creature, Mark of justice, Plane shift, True seeing, Wall of force.</p><p> <em></em></p><p><em> Possessions</em>: Coins, Repair Crystal (Heal Potion).</p><p> </p><p> A marut's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.</p><p> <em></em></p><p><em> Fists of Thunder and Lightning (Su)</em>: A marut's left fist delivers a loud thunderclap whenever it hits something, dealing an extra 3d6 points of sonic damage and causing the target to be deafened for 2d6 rounds (Fortitude DC 31 negates the deafness). Its right fist delivers a shock for an extra 3d6 points of electricity damage, and the flash of lightning causes the target to be blinded for 2d6 rounds (Fortitude DC 31 negates the blindness). The save DCs are Strength-based and include the marut's Ability Focus feat.</p><p> <em></em></p><p><em> Fast Healing (Ex)</em>: An inevitable heals a certain amount of damage each round (specified in each variety's description) as long as it has at least 1 hit point. However, damage dealt by chaotic weapons heals at the normal rate.</p><p> <em></em></p><p><em> Spell-Like Abilities</em>: At will-air walk, dimension door, fear (DC 18), greater command (DC 19), greater dispel magic, mass inflict light wounds (DC 19), locate creature, true seeing; 1/day-chain lightning (DC 20), circle of death (DC 20), mark of justice, wall of force; 1/week- earthquake (DC 22), geas/quest, plane shift (DC 21). Caster level 14th. The save DCs are Charisma-based.</p><p> </p><p> <em>Skills</em>: A marut has a +4 racial bonus on Concentration, Listen, and Spot checks.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 1663574, member: 151"] As per Nifft's request, here are the creatures that the Meepites encountered in the first chapter of '[i][b]Down Among the Dead Men[/b][/i]': [size=4][i][b]The Failed[/b][/i][/size] [i][b]Marut inevitable Derv7/Rog3[/b][/i]: CR 25; Size L; HD 15d10 + 5d10 + 3d6 + 2d10; hp 152, 160; Init +4; Spd 40 ft (base 30 ft) ; base speed 40 ft.; AC 37, touch 13, FF 35; BAB +20/+15/+10/+5; Grapple +37; Atk: +33/+33 melee (2d6 + 13 plus 3d6 sonic (or) electricity, Slams), +33 melee (2d6 + 13 plus 3d6 sonic, or Slam), +33 melee (2d6 + 13 plus 3d6 electricity, or Slam); SA Fists of thunder and lightning, spell-like abilities; SQ Construct traits, damage reduction 15/chaotic, darkvision 60 ft., fast healing 10, low-light vision, spell resistance 25; SV Fort +10, Ref +15, Will +15; AL LN; Str 36, Dex 14, Con 0, Int 13, Wis 18, Cha 18. [i]Languages spoken[/i]: Abyssal, Celestial, Infernal, and the native language of their first target [i] Skills and Feats[/i]: Concentration +13, Diplomacy +6, Escape Artist +7, Sleight of Hand +26, Jump +17, Knowledge (Religion) +10, Listen +20, Search +10, Sense Motive +13, Spot +17, Tumble +30; Armor Proficiency (Light), Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Improved Bull Rush, Mobility, Power Attack, Simple Weapon Proficiency, Spring Attack, Weapon Focus, Combat Expertise, Ability Focus, Awesome Blow, Arterial Strike, Eyes in the Back of Your Head. [i] Spells Known[/i]: Air walk, Chain lightning, Circle of death, Dimension door, Greater dispel magic, Earthquake, Fear, Geas/quest, Mass inflict light wounds, Locate creature, Mark of justice, Plane shift, True seeing, Wall of force. [i] Possessions[/i]: Coins, Repair Crystal (Heal Potion). A marut's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction. [i] Fists of Thunder and Lightning (Su)[/i]: A marut's left fist delivers a loud thunderclap whenever it hits something, dealing an extra 3d6 points of sonic damage and causing the target to be deafened for 2d6 rounds (Fortitude DC 31 negates the deafness). Its right fist delivers a shock for an extra 3d6 points of electricity damage, and the flash of lightning causes the target to be blinded for 2d6 rounds (Fortitude DC 31 negates the blindness). The save DCs are Strength-based and include the marut's Ability Focus feat. [i] Fast Healing (Ex)[/i]: An inevitable heals a certain amount of damage each round (specified in each variety's description) as long as it has at least 1 hit point. However, damage dealt by chaotic weapons heals at the normal rate. [i] Spell-Like Abilities[/i]: At will-air walk, dimension door, fear (DC 18), greater command (DC 19), greater dispel magic, mass inflict light wounds (DC 19), locate creature, true seeing; 1/day-chain lightning (DC 20), circle of death (DC 20), mark of justice, wall of force; 1/week- earthquake (DC 22), geas/quest, plane shift (DC 21). Caster level 14th. The save DCs are Charisma-based. [i]Skills[/i]: A marut has a +4 racial bonus on Concentration, Listen, and Spot checks. [/QUOTE]
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