King Wearantir, Wellgabber Apothecary
CR 19 XP: 204,800Male venerable aquatic elf oracle 20
N Medium humanoid (aquatic, elf)
Init +2; Senses darkvision 60 ft.; Perception +14
AC 29, touch 13, flat-footed 28 (+8 armor, +3 deflection, +1 dodge, +8 natural, -2 Dex)
HP 190 (20d8+100)
Fort +13, Ref +6, Will +14
Defensive Abilities Will +16 vs. enchantments; Immune sleep
Speed 30 ft., swim 30 ft.
Melee +2 spear +17/+12/+7 (1d8+2, Crit ×3)
Ranged +1 returning javelin +14/+9/+4 (1d6+1, Range 30 ft.)
Special Attacks vortex
Spells Known (CL 20th)
9th (6/day)-Mass Heal, Miracle, Summon Monster IX, Tsunami APG
8th (6/day)-Fire Storm, Mass Cure Critical Wounds, Seamantle APG, Stormbolts APG, Summon Monster VIII
7th (7/day)-Control Weather, Dictum, Mass Cure Serious Wounds, Resurrection, Vortex APG
6th (7/day)-Blade Barrier, Fluid Form APG, Geas, Greater Dispel Magic, Mass Cure Moderate Wounds
5th (7/day)-Commune, Geyser APG, Scrying, Mark of Justice, Mass Cure Light Wounds, Summon Monster V
4th (7/day)-Control Water, Cure Critical Wounds, Discern Lies, Freedom of Movement, Life Bubble APG, Wall of Ice
3rd (8/day)-Cure Serious Wounds, Daylight, Enter Image APG, Magic Vestment, Water Breathing, Water Walk
2nd (8/day)-Bulls Strength, Cure Moderate Wounds, Hold Person, Slipstream APG, Spiritual Weapon, Status, Zone of Truth
1st (8/day)-Bless, Bless Water, Command, Cure Light Wounds, Entropic Shield, Sanctuary, Touch of the Sea APG
0th-Bleed, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Resistance, Stabilize (Mystery waves)
Before Combat King Wearantir uses the water form revelation to assume the form of a Huge water elemental, casts extended entropic shield and extended sanctuary, then summon monster XI for a trumpet archon to keep him healed and summon monster VII to conjure 1d3 greater elementals. If on land, King Wearantir also casts extended seamantle; every other day he casts extended magic vestment. Base Statistics Without the water form revelation or magic vestment, King Wearanteir’s statistics are: Init +3; Senses no darkvision; AC 21, touch 13, flat-footed 20 (+6 armor, +3 def lection, –1 Dex, +1 dodge, +2 natural); hp 133 (20d8+40); Fort +9, Ref +7; Speed 30 ft., swim 30 ft.; Melee +2 spear +15/+10/+5 (1d8, Crit ×3); Ranged +1 returning javelin +15/+10/+5 (1d6–1, Range 30 ft.); Special Attacks none; Str 6, Dex 8, Con 13; CMB +13; CMD 25.
During Combat King Wearantir casts blade barrier and uses his elementals and vortex to occupy enemies. When approached directly he casts tsunami and if surrounded he casts enlarged elemental (cold) stormbolts. He re-casts his summon spells whenever his available elementals are significantly reduced in strength.
Morale King Wearantir has lived a full, very trying life, and fights to the death (perhaps welcoming it).
Str 10, Dex 6, Con 21, Int 18, Wis 15, Cha 24
Base Atk +15; CMB +15; CMD 27
Feats Combat Casting, Dodge, Elemental Spell, Empower Spell, Extend Spell, Great Fortitude, Improved Great Fortitude, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Maximize Spell
Skills Bluff +17, Diplomacy +30, Intimidate +17, Knowledge (history) +17, Knowledge (nobility) +24, Perception +14, Sense Motive +25, Spellcraft +17, Survival +12, Swim +29, Use Magic Device +27
Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Aklo, Aquan, Celestial, Common, Elven, Halfling, Sylvan; tongues
SQ oracle’s curse (tongues Aklo), revelations (fluid nature, fluid travel, freezing spells, water form, water sight, wintry touch, master of cold and water), elven magic, amphibious
Gear +1 returning javelin, +2 spear, +3 studded leather, amulet of natural armor +2, belt of physical might +4 (Dex, Con), headband of alluring charisma +6, ring of protection +3, cloak of minor displacement, crown of coral worth 7,000 gp, 222 gp; Attuned Gear greater rod of quicken metamagic, luckstone, ring of protection +5, ring of regeneration, [AC 30, touch 14, flat-footed 29; regeneration 1; +1 to all attacks, saves and skill checks; CMD 29]
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