Voorix the Boss Monster

Mark Chance

Boingy! Boingy!
I used the free online adventure The Temple of Redcliff as the base module and made a few changes here and there. The main change was changing Voorix, the boss monster, to an efreeti because efreeti are much cooler than yak folk. I mean, yak folk. :rolleyes:

Anyway, here's the Voorix I used:

Voorix: Male efreeti Cleric 4 (of Hextor); CR 12; Large Outsider (Evil, Fire, Lawful); HD 14d8+28; hp 91; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft., fly 40 ft. (perfect); AC 20 (-1 size, +3 Dex, +2 armor, +6 natural), touch 14, flat-footed 15; Atk +18/+13 melee (1d8+9 and 1d6 fire, slam); Reach 10 ft.; SA spell-like abilities, heat; SQ plane shift, telepathy; SV Fort +13, Ref +11, Will +14; Str 23, Dex 17, Con 14, Int 12, Wis 16, Cha 15; AL LE.
Skills: Bluff +12, Concentration +16, Diplomacy +9, Escape Artist +13, Heal +10, Intimidate +11, Knowledge (religion) +8, Listen +12, Move Silently +13, Sense Motive +11, Spellcraft +11, Spot +12. Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative.
SA - Spell-Like Abilities: At will - produce flame, pyrotechnics; 1/day - grant up to 3 wishes, detect magic, enlarge, gaseous form, invisibility, permanent image, polymorph self, wall of fire. Cast as by an 18th-level sorcerer. Save DC 12 + spell level.
SA - Heat: Deals additional 1d6 points of fire damage with unarmed attacks.
Spells (5/4+1/3+1, save DC 13 + spell level): 0 - cure minor wounds, guidance, mending, read magic, resistance; 1st - bless, cure light wounds, divine favor, entropic shield, protection from good*; 2nd - cure moderate wounds, desecrate, shatter*, silence.
* Domain spell. Domains: Destruction (1/day - smite, +4 attack bonus, +4 damage bonus); Evil (+1 caster level).

Voorix (fully buffed): HD 14d8+42; hp 105; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft., fly 40 ft. (perfect); AC 22 (-1 size, +3 Dex, +2 armor, +6 natural, +2 deflection), touch 16, flat-footed 17; Atk +23/+18* melee (1d8+12 and 1d6 fire, slam); Reach 10 ft.; SA spell-like abilities, heat; SQ plane shift, telepathy; SV Fort +16, Ref +13, Will +16 (+1 morale bonus to saves against fear); Str 25, Dex 17, Con 17, Int 12, Wis 16, Cha 15; AL LE.
Skills: Bluff +12, Concentration +17, Escape Artist +13, Intimidate +11, Listen +12, Move Silently +13, Sense Motive +11, Spellcraft +11, Spot +12.
* Reduce to +22/+17 after first attack (which negates guidance).

Tactics: Before entering battle, Voorix drinks his potion of endurance and casts the following spells in the following order to prepare for battle: invisibility, enlarge, protection from good, bless, entropic shield, guidance, and divine favor. He then attacks in melee with 9 rounds remaining on the divine favor (which grants a +1 luck bonus to attack and damage rolls). He moves so as to be able to make a full attack against the most heavily-armored target, using his smite ability with his first attack.
 

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