Kevh Burgherr, Minotaur Ghost
CR 12 XP: 19,200Minotaur ghost sorcerer 6
CE Large undead (augmented minotaur, incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +11
AC 24, touch 13, flat-footed 22 (+5 natural, -1 size, +6 armor, +2 deflection, +2 Dex)
HP 126 (6d10+6d6+72)
Fort +9, Ref +7, Will +7
Defensive Abilities natural cunning; Resist +4 Turn Resistance
Speed 30 ft., fly 30 ft. (perfect)
Melee broken battleaxe +3/-2 (2d6) gore +0 (1d6-2)
Ranged javelin +7 (1d8)
Space 10 ft., Reach 10 ft.
Special Attacks powerful charge (gore +11, 2d6+6); Draining Touch, Horrific Appearance, Malevolence, Powerful Charge
Spells Known (CL 6th)
0th-Detect Magic, Ghost Sound (DC 16), Mage Hand, Ray of Frost, Read Magic
1st-Burning Hands (DC 17), Color Spray (DC 17), Mage Armor (DC 17), Magic Missile
2nd-Acid Arrow, Blur (DC 18), Flaming Sphere (DC 18), Mirror Image
3rd-Dispel Magic, Fireball (DC 19)
During Combat The minotaur attempts to finish off Janira with a single strike. Once Janira is down, the minotaur turns its attention to the PCs if they have joined the fight. Otherwise, it inspects the fallen halfling and finishes her off. Outnumbered against the PCs, the minotaur tries to make its attacks count by forgoing the use of its Power Attack feat, and it spreads out its attacks against multiple targets if possible to fend off the many attackers.
Morale Though not overly intelligent, the minotaur can clearly recognize when it's outnumbered and in a losing battle. It attempts to flee if reduced to 10 or fewer hit points.
Str -, Dex 15, Con -, Int 17, Wis 14, Cha 22
Base Atk +6; CMB +7; CMD 21
Feats Improved Natural Attack (Gore), Magical Aptitude, Maximize Spell, Quicken Spell, Repeat Spell, Simple Weapon Proficiency
Skills Acrobatics +2, Appraise +3, Craft (calligraphy) +3, Diplomacy +6, Disguise +6, Escape Artist +2, Heal +2, Intimidate +12, Knowledge (arcana) +10, Knowledge (gather infromation) +6, Knowledge (nature) +5, Linguistics +36, Perception +11, Ride +2, Sense Motive +2, Spellcraft +16, Stealth +6, Survival +12
Racial Modifiers +4 Perception, +4 Survival
Languages Common, Giant
SQ Darkvision, Incorporeal Traits, Manifestation, Natural Cunning, Rejuvenation, Scent, Skills, Summon Familiar, +4 Turn Resistance, Undead Traits, Weapon and Armor Proficiency,
Gear broken greataxe, javelins (3)
Darkvision (Ex) Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Incorporeal Traits (Ex) Can be harmed only by other incorporeal creatures/+1 or better weapons/magic. 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will. Attacks pass through armor. Always moves silently
Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Powerful Charge (Ex) A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.
Turn Resitance (Ex) +4, When resolving a turn, rebuke, command, or bolster attempt, add +4 number to your Hit Dice total (total 16).
Undead Traits (Ex) Undead do not eat/sleep/breathe. Undead are Immune to poison/ sleep effects/ paralysis/ stunning/ disease/ and death effects. Not subject to critical hits/ nonlethal damage/ ability drain/ or energy drain. Immune to damage to STR/DEX/CON as well as to fatigue and exhaustion effects. Negative energy can heal undead creatures. Immune to any effect that requires a Fortitude save (unless it works on objects or is harmless). Not at risk from death from massive damage (but destroyed when reduced to 0 hp). Not affected by Raise Dead and Reincarnate spells/abilities (but Resurrection and True Resurrection return the undead into their former living self).
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