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<blockquote data-quote="Qwillion" data-source="post: 2582174" data-attributes="member: 14641"><p>not that I am aware of. </p><p></p><p>Jim you stil out there for this one?</p><p></p><p>For those who care here is a corrected version of Persal Slayer of the Unliving from the Inevitable Garrison (Room E69), Persal can be encountered by the PC's slaying shadows (this is where my party Is likely to encounter him.)</p><p></p><p>The version below is edited and errata' for the Marut wearing full plate armor (which is not even done in the MM or SRD), that knowledge religion is knowledge undead (pokes Sean Holland oh knight of roses and maven of rules), that the marut's wisdom increased by one point (inceasing certain skills), that an increase in HD increases Spell Resitance and Caster levels of spell like abilites (pokes Sean Holland oh knight of roses and maven of rules, again). </p><p></p><p>If you find an error in this please let me know. </p><p></p><p>on a personal note if you going to let a CR 16 take on a party of 4-6th level characters I recomend you have them use subdual dmage and take prisoners back to join The Redeemed. </p><p></p><p></p><p><strong>Persal, Slayer of the Unliving (Marut)</strong></p><p><strong>Large Construct </strong>(Extraplaner, Lawful) </p><p><strong>Hit Dice: </strong>19d10+30 (134 hp) </p><p><strong>Initiative: </strong>+1 (+1 Dex) </p><p><strong>Speed:</strong> 30 ft. (6 squares)in full Plate armor; base speed 40 ft. (can't run) </p><p><strong>Armor Class:</strong> 34 (-1 size, +1 Dex, +16 natural, +8 full Plate armor), touch 10, flat-footed 33 </p><p><strong>Base Attack/Grapple:</strong> +14/+30 </p><p><strong>Attack:</strong> Slam +25 melee (2d6 +12 3d6 electricity) </p><p><strong>Full Attack:</strong> 2 Slam +25 melee (2d6 +12 3d6 sonic or 3d6 electricity) </p><p><strong>Space/Reach:</strong> 10 ft./10 ft. </p><p><strong>Special Attacks:</strong> Fists of thunder and lightning, spell-like abilities </p><p><strong>Special Qualities:</strong> Construct traits, Damage reduction 15/chaotic, darkvision 60ft., fast healing 10, low-light vision, spell resistance 29 </p><p><strong>Saves:</strong> Fort +8, Ref +7, Will +12 </p><p><strong>Abilities:</strong> Str 35, Dex 13, Con -, Int 12, Wis 18, Cha 18 </p><p><strong>Skills: </strong>Balance -5, Climb +6, Concentration +12, Diplomacy +6, Escape Artist -5, Hide -9, Jump +6, Knowledge (religion) +23, Listen +20, Move Silently -5, Search +9, Sense Motive +10, Sleight of Hand -5, Spot +20, Swim +6, Tumble -5 </p><p><strong>Feats:</strong> Ability focus (fists), Awesome Blow (+21 DC 2d6+12 plus 3d6 electricity or sonic),Cleave, Great Fortitude, Improved Bull Rush (+20, +22 charge), Iron Will, Power Attack (Slam +15 melee (2d6 +22 3d6 electricity or sonic) </p><p><strong>Environment:</strong> a lawful alighned plane </p><p><strong>Organization:</strong> Solitary </p><p><strong>Challenge Rating:</strong> 16 </p><p><strong>Treasure:</strong> None </p><p><strong>Alignment:</strong> Always lawful neutral </p><p><strong>Advancement: </strong></p><p><strong>Level Adjustment:</strong> - </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><strong>Fists of Thunder and Lightning (Su): </strong>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 33 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 33 negates the blindness). The save DCs are Strength-based and include the marut’s Ability Focus feat.</p><p><strong>Fast Healing (Ex):</strong> 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><strong>Spell-Like Abilities:</strong> At will-<em>air walk</em>, <em>dimension door</em>, <em>fear </em>(DC 18), <em>greater command </em>(DC 19), <em>greater dispel magic, mass inflict light wounds </em>(DC 19), <em>locate creature, true seeing</em>; 1/day-<em>chain lightning </em>(DC 20), <em>circle of death </em>(DC 20), <em>mark of justice, wall of force</em>; 1/week- <em>earthquake </em>(DC 22), <em>geas/quest, plane shift</em> (DC 21). Caster level 18th. The save DCs are Charisma-based.</p><p><strong>Skills:</strong> A marut has a +4 racial bonus on Concentration, Listen, and Spot checks.</p></blockquote><p></p>
[QUOTE="Qwillion, post: 2582174, member: 14641"] not that I am aware of. Jim you stil out there for this one? For those who care here is a corrected version of Persal Slayer of the Unliving from the Inevitable Garrison (Room E69), Persal can be encountered by the PC's slaying shadows (this is where my party Is likely to encounter him.) The version below is edited and errata' for the Marut wearing full plate armor (which is not even done in the MM or SRD), that knowledge religion is knowledge undead (pokes Sean Holland oh knight of roses and maven of rules), that the marut's wisdom increased by one point (inceasing certain skills), that an increase in HD increases Spell Resitance and Caster levels of spell like abilites (pokes Sean Holland oh knight of roses and maven of rules, again). If you find an error in this please let me know. on a personal note if you going to let a CR 16 take on a party of 4-6th level characters I recomend you have them use subdual dmage and take prisoners back to join The Redeemed. [b]Persal, Slayer of the Unliving (Marut)[/b] [b]Large Construct [/b](Extraplaner, Lawful) [b]Hit Dice: [/b]19d10+30 (134 hp) [b]Initiative: [/b]+1 (+1 Dex) [b]Speed:[/b] 30 ft. (6 squares)in full Plate armor; base speed 40 ft. (can't run) [b]Armor Class:[/b] 34 (-1 size, +1 Dex, +16 natural, +8 full Plate armor), touch 10, flat-footed 33 [b]Base Attack/Grapple:[/b] +14/+30 [b]Attack:[/b] Slam +25 melee (2d6 +12 3d6 electricity) [b]Full Attack:[/b] 2 Slam +25 melee (2d6 +12 3d6 sonic or 3d6 electricity) [b]Space/Reach:[/b] 10 ft./10 ft. [b]Special Attacks:[/b] Fists of thunder and lightning, spell-like abilities [b]Special Qualities:[/b] Construct traits, Damage reduction 15/chaotic, darkvision 60ft., fast healing 10, low-light vision, spell resistance 29 [b]Saves:[/b] Fort +8, Ref +7, Will +12 [b]Abilities:[/b] Str 35, Dex 13, Con -, Int 12, Wis 18, Cha 18 [b]Skills: [/b]Balance -5, Climb +6, Concentration +12, Diplomacy +6, Escape Artist -5, Hide -9, Jump +6, Knowledge (religion) +23, Listen +20, Move Silently -5, Search +9, Sense Motive +10, Sleight of Hand -5, Spot +20, Swim +6, Tumble -5 [b]Feats:[/b] Ability focus (fists), Awesome Blow (+21 DC 2d6+12 plus 3d6 electricity or sonic),Cleave, Great Fortitude, Improved Bull Rush (+20, +22 charge), Iron Will, Power Attack (Slam +15 melee (2d6 +22 3d6 electricity or sonic) [b]Environment:[/b] a lawful alighned plane [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 16 [b]Treasure:[/b] None [b]Alignment:[/b] Always lawful neutral [b]Advancement: [/b] [b]Level Adjustment:[/b] - A marut’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction. [b]Fists of Thunder and Lightning (Su): [/b]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 33 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 33 negates the blindness). The save DCs are Strength-based and include the marut’s Ability Focus feat. [b]Fast Healing (Ex):[/b] 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. [b]Spell-Like Abilities:[/b] At will-[i]air walk[/i], [i]dimension door[/i], [i]fear [/i](DC 18), [i]greater command [/i](DC 19), [i]greater dispel magic, mass inflict light wounds [/i](DC 19), [i]locate creature, true seeing[/i]; 1/day-[i]chain lightning [/i](DC 20), [i]circle of death [/i](DC 20), [i]mark of justice, wall of force[/i]; 1/week- [i]earthquake [/i](DC 22), [i]geas/quest, plane shift[/i] (DC 21). Caster level 18th. The save DCs are Charisma-based. [b]Skills:[/b] A marut has a +4 racial bonus on Concentration, Listen, and Spot checks. [/QUOTE]
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