Kalanyr
Explorer
OOC -
(The scorpion was a standard colossal scorpion advanced to 50 HD)
Zavac's stats I shall withhold in case you encounter her again.
The d12s are because as a house rule Vielnanan outsiders get d12s.
However the 4 nomads Zavac had with her were as thus:
Zavac's Band:
4x
Crocodile Spirit (Court)
Lesser Spirit (Desert River)
Medium Outsider (Faerie,Water,Earth,Shapechanger)
HD: 9d12 (81) + 54 (135 hp)
Initiative: +4 (Dex)
Speed: 40', Swim 90', Burrow 30'
Armour Class: 30 (10 (base) + 4 (Dex) + 13 (natural) + 3 (Deflection))
Base Attack/Grapple: +9/+15
Attack: Bite +16 (melee) (2d8+9) or tail slap +16 (melee) (1d12+9) or Khopesh +15/+10 (melee) (1d8+6)
Full Attack: Bite +16 (melee) (2d8+9) and tail slap +16 (melee) (1d12+6) and +1 Flaming Cold Bane (Human) Khopesh +15/+10 (melee) (1d8+6+1d6 (fire) + 1d6 (cold)) (19-20/x2)
Space/Reach: 5'/5'
Special Attacks: Spells, Spell-Like Abilities, Common River Mastery, Common Desert Mastery, Favoured Enemy (Human +4/Aeterians (Group) +2), Rage 3/day,
Special Qualities: Fae Traits,Improved Grab (Bite), Lesser Spirit Sight, Immunities (Ability Drain,Ability Damage, Disease, Poison, Sleep , Paralysis, Fire, Cold), DR 10/Cold Iron, Swift Tracker, Animal Companion, Nature Sense, Wild Empathy , Trackless Step, Resist Nature's Lure, SR 23, Evasion, Improved Uncanny Dodge, DR 1/-, Fast Healing 9
Saves: Fort: +16 Ref: +14 Will: +13
Abilities: Str 22 Dex 18 Con 22 Int 18 Wis 16 Cha 18
Skills: Hide +17*, Listen +16, Spot +16, Swim +35, Survival +18, Move Silently +17, Bluff +17, Concentration +19, Intimidate +17, Knowledge (Nature) +13, Knowledge (The Planes) +10, Spellcraft +17
Feats: Multiattack (B),Improved Multiattack (B),Endurance (B),Track (B),Eschew Materials (B),Power Attack,Weapon Focus (Bite),Weapon Focus (Tail Slap),Sunder,
Alignment: Usually Neutral
Treasure: Standard + Khopesh
CR: 13
* +4 racial bonus on hide checks when in water. Further, a crocodile spirit can lie in the water with only its eyes and nostrils showing gaining a +10 cover bonus on Hide checks (when in crocodile form).
Spells (As a 9th level Druid with access to the Water, Earth and Sun Domains and the Ranger Spell-List) (6/5/5/4/2/1)
0th - Cure Minor Wounds, Light, Purify Food and Drink, Guidance, Resistance, Virtue
1st - Magic Fang x2, Animal Messenger, Longstrider, Produce Flame
2nd - Hold Animal, Heat Metal, Chill Metal, Soften Earth and Stone, Barksin
3rd - Greater Magic Fang x2, Searing Light x2,
4th - Bane weapon, Fire Shield
5th - Flamestrike,
Spell-Like Abilities (Sp) - Teleport w/o Error, Plane Shift, Create Water, Know Direction, Resistance, Flare,Charm Animal, Detect Animals and Plants, Hide from Animals, Speak with Animals, Sand Storm (as sleet storm but using sand), Control Water, Quench, Sunbeam, Dispel Magic, Sand cloud (as fog cloud)
Common Water Mastery (Su): A court crocodile spirit gains a +8 competence bonus to its swim checks. While it and its opponents are in contact with water the court crocodile spirit gains a +2 to hit and damage.
Common Desert Mastery (Su): A court crocodile spirit moves through desert terrain at normal speed, and may ignore the effects of sandstorms and other desert hazards, including impediments to speed or concealment they would grant an opponent. Additionally a court crocodile spirit spirit does not leave tracks when moving through desert terrain. 9/day the Court crocodile spirit can evoke the desert to cause an opponent to make a Fortitude save (DC 18) or become exhausted, an opponent who passes the save becomes fatigued. An opponent with equal to or greater HD than a court crocodile spirit becomes fatigued if it fails the save and is unaffected if it succeeds.
Fae Traits (Ex/Su): Despite being native to the Plane of Faerie, and not being as closely bound to Vielnana as the fey, Fae are still part of Vielnana and are not subject to banishment or dismisal or any other effect that requires the subject to be extraplanar.
- Bestow Blessing/Curse (Su) Removed
- Grace (Su): As fae creatures Court Crocodile Spirits get their Charisma bonus as a deflection bonus to their AC and an unnamed bonus to their saves.
Lesser Spirit Sight (Su): As lesser spirits Court Crocodile Spirits can percieve into the spirit realm and as such are constantly detecting good,evil,law and chaos and magic. E\ach as if within the 3rd round of use.
Spirit Form (Su): As spirit beings Court Crocodile spirits have no true physical form and may wear any form they please (limited to humanoid or animal forms of their HD or lower). However the Court Crocodile Spirits have 3 prefered forms:
Desert Nomads (In this form the Crocodile spirit lacks its bite and tail slap attacks)
A Large Crocodile (In this form the crocodile spirit lacks its Khopesh attack)
And a Hybrid Form, with a crocodile snout and tail as well as scaly skin.
Due to their nature in all forms the natural attacks and any weapons wielded by a Court Crocodile Spirit count as Magic Silver weapons for the purpose of overcoming damage reduction.
(The scorpion was a standard colossal scorpion advanced to 50 HD)
Zavac's stats I shall withhold in case you encounter her again.
The d12s are because as a house rule Vielnanan outsiders get d12s.
However the 4 nomads Zavac had with her were as thus:
Zavac's Band:
4x
Crocodile Spirit (Court)
Lesser Spirit (Desert River)
Medium Outsider (Faerie,Water,Earth,Shapechanger)
HD: 9d12 (81) + 54 (135 hp)
Initiative: +4 (Dex)
Speed: 40', Swim 90', Burrow 30'
Armour Class: 30 (10 (base) + 4 (Dex) + 13 (natural) + 3 (Deflection))
Base Attack/Grapple: +9/+15
Attack: Bite +16 (melee) (2d8+9) or tail slap +16 (melee) (1d12+9) or Khopesh +15/+10 (melee) (1d8+6)
Full Attack: Bite +16 (melee) (2d8+9) and tail slap +16 (melee) (1d12+6) and +1 Flaming Cold Bane (Human) Khopesh +15/+10 (melee) (1d8+6+1d6 (fire) + 1d6 (cold)) (19-20/x2)
Space/Reach: 5'/5'
Special Attacks: Spells, Spell-Like Abilities, Common River Mastery, Common Desert Mastery, Favoured Enemy (Human +4/Aeterians (Group) +2), Rage 3/day,
Special Qualities: Fae Traits,Improved Grab (Bite), Lesser Spirit Sight, Immunities (Ability Drain,Ability Damage, Disease, Poison, Sleep , Paralysis, Fire, Cold), DR 10/Cold Iron, Swift Tracker, Animal Companion, Nature Sense, Wild Empathy , Trackless Step, Resist Nature's Lure, SR 23, Evasion, Improved Uncanny Dodge, DR 1/-, Fast Healing 9
Saves: Fort: +16 Ref: +14 Will: +13
Abilities: Str 22 Dex 18 Con 22 Int 18 Wis 16 Cha 18
Skills: Hide +17*, Listen +16, Spot +16, Swim +35, Survival +18, Move Silently +17, Bluff +17, Concentration +19, Intimidate +17, Knowledge (Nature) +13, Knowledge (The Planes) +10, Spellcraft +17
Feats: Multiattack (B),Improved Multiattack (B),Endurance (B),Track (B),Eschew Materials (B),Power Attack,Weapon Focus (Bite),Weapon Focus (Tail Slap),Sunder,
Alignment: Usually Neutral
Treasure: Standard + Khopesh
CR: 13
* +4 racial bonus on hide checks when in water. Further, a crocodile spirit can lie in the water with only its eyes and nostrils showing gaining a +10 cover bonus on Hide checks (when in crocodile form).
Spells (As a 9th level Druid with access to the Water, Earth and Sun Domains and the Ranger Spell-List) (6/5/5/4/2/1)
0th - Cure Minor Wounds, Light, Purify Food and Drink, Guidance, Resistance, Virtue
1st - Magic Fang x2, Animal Messenger, Longstrider, Produce Flame
2nd - Hold Animal, Heat Metal, Chill Metal, Soften Earth and Stone, Barksin
3rd - Greater Magic Fang x2, Searing Light x2,
4th - Bane weapon, Fire Shield
5th - Flamestrike,
Spell-Like Abilities (Sp) - Teleport w/o Error, Plane Shift, Create Water, Know Direction, Resistance, Flare,Charm Animal, Detect Animals and Plants, Hide from Animals, Speak with Animals, Sand Storm (as sleet storm but using sand), Control Water, Quench, Sunbeam, Dispel Magic, Sand cloud (as fog cloud)
Common Water Mastery (Su): A court crocodile spirit gains a +8 competence bonus to its swim checks. While it and its opponents are in contact with water the court crocodile spirit gains a +2 to hit and damage.
Common Desert Mastery (Su): A court crocodile spirit moves through desert terrain at normal speed, and may ignore the effects of sandstorms and other desert hazards, including impediments to speed or concealment they would grant an opponent. Additionally a court crocodile spirit spirit does not leave tracks when moving through desert terrain. 9/day the Court crocodile spirit can evoke the desert to cause an opponent to make a Fortitude save (DC 18) or become exhausted, an opponent who passes the save becomes fatigued. An opponent with equal to or greater HD than a court crocodile spirit becomes fatigued if it fails the save and is unaffected if it succeeds.
Fae Traits (Ex/Su): Despite being native to the Plane of Faerie, and not being as closely bound to Vielnana as the fey, Fae are still part of Vielnana and are not subject to banishment or dismisal or any other effect that requires the subject to be extraplanar.
- Bestow Blessing/Curse (Su) Removed

- Grace (Su): As fae creatures Court Crocodile Spirits get their Charisma bonus as a deflection bonus to their AC and an unnamed bonus to their saves.
Lesser Spirit Sight (Su): As lesser spirits Court Crocodile Spirits can percieve into the spirit realm and as such are constantly detecting good,evil,law and chaos and magic. E\ach as if within the 3rd round of use.
Spirit Form (Su): As spirit beings Court Crocodile spirits have no true physical form and may wear any form they please (limited to humanoid or animal forms of their HD or lower). However the Court Crocodile Spirits have 3 prefered forms:
Desert Nomads (In this form the Crocodile spirit lacks its bite and tail slap attacks)
A Large Crocodile (In this form the crocodile spirit lacks its Khopesh attack)
And a Hybrid Form, with a crocodile snout and tail as well as scaly skin.
Due to their nature in all forms the natural attacks and any weapons wielded by a Court Crocodile Spirit count as Magic Silver weapons for the purpose of overcoming damage reduction.
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