Monday, January 21, 2019

Abyssal Persecutor

Abyssal Persecutor

CR 14                                                                                                                XP 38,400
Male meladaemon sorcerer 6 (Pathfinder RPG Bestiary 2 69)
NE Large outsider (daemon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., detect good, detect magic, see invisibility; Perception +27
Aura consumptive aura (20 ft.)
DEFENSE
AC 31, touch 17, flat-footed 23 (+7 Dex, +1 dodge, +10 natural, +4 shield, -1 size)
hp 244 (20 HD; 14d10+6d6+146)
Fort +15, Ref +18, Will +20
DR 10/good; Immune acid, critical hits, death effects, disease, poison, sneak attacks; Resist cold 10, electricity 10, fire 10; SR 22
OFFENSE
Spd 30 ft., fly 60 ft. (average)
Melee bite +24 (2d8+5/19-20 plus disease), 2 claws +23 (2d6+5 plus hunger)
Ranged ray +23 touch (by spell)
Space 10 ft.; Reach 10 ft. (15 ft. with melee touch attacks)
Spell-Like Abilities (CL 11th; concentration +18)
Constant—detect good, detect magic, fly, see invisibility 
At will—fear (DC 21), deeper darkness, greater teleport (self plus 50 lbs. of objects only)
3/day—blight (DC 22), diminish plants, quickened magic missile
1/day—horrid wilting (DC 25), waves of fatigue
Bloodline Spell-Like Abilities (CL 6th; concentration +13)
10/day—acidic ray (1d6+3 acid)
Sorcerer Spells Known (CL 6th; concentration +13)
3rd (5/day)—lightning bolt (DC 20)
2nd (7/day)—blur, ghoul touch (DC 19), see invisibility
1st (8/day)—enlarge person, magic missile, shield, shocking grasp, true strike
0 (at will)—acid splash, bleed (DC 17), detect magic, ghost sound (DC 17), ray of frost, read magic, touch of fatigue (DC 17)
Bloodline Aberrant
TACTICS
Before Combat If alerted to combat with the urdefhan raiders in area A1 or the proto-shoggoth in area A2, the meladaemon shock trooper casts blur and shield before combat.
During Combat the meladaemon opens battle by casting waves of fatigue on groups of PCs trying to storm the ramps, followed by rays of exhaustion from his wand. While the urdefhans fire on attackers from behind the barricades, the meladaemon takes to the air and targets foes with horrid wilting, lightning bolt, and quickened magic missile. If the PCs seem about to break through a barricade, the meladaemon attempts to repel them with fear. If forced into melee, he uses his long limbs to deliver touch spells, followed by attacks with his bite and claws.
Morale If reduced to fewer than 80 hit points, the meladaemon teleports to areas A7 and A8 to sound the alarm before returning to the fight 3 rounds later, at which point he fights to the death.
Base Statistics Without shield, the meladaemon's statistics are AC 27, touch 17, flat-footed 19.
STATISTICS
Str 20, Dex 25, Con 24, Int 20, Wis 18, Cha 24
Base Atk +17; CMB +23; CMD 41
Feats Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Eschew Materials, Great Fortitude, Improved Critical (bite), Iron Will, Quicken Spell-Like Ability (magic missile), Weapon Finesse, Weapon Focus (bite)
Skills Bluff +26, Fly +20, Heal +11, Intimidate +26, Knowledge (arcana) +24, Knowledge (planes) +24, Knowledge (religion) +24, Perception +27, Sense Motive +23, Spellcraft +24, Stealth +22, Survival +23, Use Magic Device +26
Languages Abyssal, Aklo, Draconic, Infernal, Orvian, Undercommon; telepathy 100 ft.
SQ bloodline arcana
Combat Gear wand of ray of exhaustion (20 charges)
SPECIAL ABILITIES
Consumptive Aura (Su) A meladaemon radiates an aura of hunger to a radius of 20 feet. Every round a creature begins its turn within this aura, it must succeed on a DC 24 Fortitude save or take 1d6 nonlethal damage and become fatigued from extreme hunger. Creatures that do not need to eat are immune to this effect. The save DC is Constitution-based.
Disease (Ex) Daemonic wasting: Bite–injury; save Fort DC 24; onset 1 day; frequency 1/day; effect 1d4 Con and 1d4 Cha damage; cure 2 consecutive saves. The save DC is Constitution-based.
Hunger (Su) A meladaemon's claw attacks deal an additional 1d6 points of nonlethal dam

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