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Voorix the Boss Monster
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<blockquote data-quote="Mark Chance" data-source="post: 823114" data-attributes="member: 2795"><p>I used the free online adventure <a href="http://www.wizards.com/default.asp?x=dnd/oa/20030329a" target="_blank">The Temple of Redcliff</a> 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, <em>yak</em> folk. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /></p><p></p><p>Anyway, here's the Voorix I used:</p><p></p><p><strong>Voorix</strong>: 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 <em>plane shift</em>, telepathy; SV Fort +13, Ref +11, Will +14; Str 23, Dex 17, Con 14, Int 12, Wis 16, Cha 15; AL LE.</p><p>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.</p><p>SA - Spell-Like Abilities: At will - <em>produce flame, pyrotechnics</em>; 1/day - grant up to 3 <em>wishes, detect magic, enlarge, gaseous form, invisibility, permanent image, polymorph self, wall of fire</em>. Cast as by an 18th-level sorcerer. Save DC 12 + spell level.</p><p>SA - Heat: Deals additional 1d6 points of fire damage with unarmed attacks.</p><p>Spells (5/4+1/3+1, save DC 13 + spell level): 0 - <em>cure minor wounds, guidance, mending, read magic, resistance</em>; 1st - <em>bless, cure light wounds, divine favor, entropic shield, protection from good*</em>; 2nd - <em>cure moderate wounds, desecrate, shatter*, silence</em>.</p><p>* Domain spell. Domains: Destruction (1/day - smite, +4 attack bonus, +4 damage bonus); Evil (+1 caster level).</p><p></p><p><strong>Voorix (fully buffed)</strong>: 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 <em>plane shift</em>, 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.</p><p>Skills: Bluff +12, Concentration +17, Escape Artist +13, Intimidate +11, Listen +12, Move Silently +13, Sense Motive +11, Spellcraft +11, Spot +12.</p><p>* Reduce to +22/+17 after first attack (which negates <em>guidance</em>).</p><p></p><p>Tactics: Before entering battle, Voorix drinks his <em>potion of endurance</em> and casts the following spells in the following order to prepare for battle: <em>invisibility, enlarge, protection from good, bless, entropic shield, guidance</em>, and <em>divine favor</em>. He then attacks in melee with 9 rounds remaining on the <em>divine favor</em> (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.</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 823114, member: 2795"] I used the free online adventure [URL=http://www.wizards.com/default.asp?x=dnd/oa/20030329a]The Temple of Redcliff[/URL] 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, [i]yak[/i] folk. :rolleyes: Anyway, here's the Voorix I used: [b]Voorix[/b]: 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 [i]plane shift[/i], 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 - [i]produce flame, pyrotechnics[/i]; 1/day - grant up to 3 [i]wishes, detect magic, enlarge, gaseous form, invisibility, permanent image, polymorph self, wall of fire[/i]. 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 - [i]cure minor wounds, guidance, mending, read magic, resistance[/i]; 1st - [i]bless, cure light wounds, divine favor, entropic shield, protection from good*[/i]; 2nd - [i]cure moderate wounds, desecrate, shatter*, silence[/i]. * Domain spell. Domains: Destruction (1/day - smite, +4 attack bonus, +4 damage bonus); Evil (+1 caster level). [b]Voorix (fully buffed)[/b]: 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 [i]plane shift[/i], 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 [i]guidance[/i]). Tactics: Before entering battle, Voorix drinks his [i]potion of endurance[/i] and casts the following spells in the following order to prepare for battle: [i]invisibility, enlarge, protection from good, bless, entropic shield, guidance[/i], and [i]divine favor[/i]. He then attacks in melee with 9 rounds remaining on the [i]divine favor[/i] (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. [/QUOTE]
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