Seshiro the Anointed
CR 16 XP: 76,800Male human weremambo monk (martial artist) 4/lycanthropic icon 10
CE Medium humanoid (shapechanger)
Init +6; Senses darkvision 120 ft., low-light vision, scent 60 ft.; Perception +14
AC 33, touch 28, flat-footed 26 (+3 armor, +10 deflection, +1 dodge, +2 natural, +6 Dex)
HP 161 (4d8+10d10+88); regeneration 5 (holy or positive energy)
Fort +5, Ref +6, Will +4
Defensive Abilities improved evasion, improved uncanny dodge; DR 5/silver; Weaknesses Ile Ojo
Speed 30 ft.
Melee Orisha +23/+18/+13 or +22/+22/+17/+12 (1d8+14 plus 1d6 precision, Crit 17-20/x2), bite +15 (1d8+7 plus 1d6 precision and poison) or unarmed +20/+15/+10 or +19/+19/+14/+9 (2d6+7 plus 1d6 precision), bite +15 (1d8+7 plus 1d6 precision and poison)
Special Attacks exploit weakness, flurry of blows, lycantouch, predator’s eye, throes of the dying 2/day (30-ft.-burst, 7d6 negative energy, Fort 23), stunning fist 10/day (Fort DC 22), wereform (any)
Spell-Like Abilities (CL 13th; concentration +16) at will—dominate animal (snake only) 3/day—dimension door, displacement
Spells Prepared (CL 5th)
3rd-—Call Lightning, Spike Growth
2nd-—Fog Cloud, Heat Metal, Resist Energy (fire)
1st-—Entangle, Magic Fang, Pass Without Trace, Produce Flame
0th-—Detect Magic, Detect Poison, Guidance, Know Direction
Before Combat Seshiro the Anointed waits until his prey is in an ideal spot for an ambush, then casts fog cloud to disorient foes. When there are many enemies, he sows the battlefield with spike growth.
During Combat Seshiro the Anointed savagely attacks and grapples enemies, killing a target with one hand while fending off other enemies with Orisha if his opponents are an even match for him.
Morale Seshiro the Anointed fights to his perceived death, but relentlessly hunts and tracks anyone that ‘kills’ him.
Str 25, Dex 22, Con 20, Int 10, Wis 18, Cha 6
Base Atk +13; CMB +20; CMD 47
Feats Combat Reflexes, Deflect Arrows, Dodge, Greater Grapple, Improved Grapple, Mobility, Rapid Grappler, Spring Attack, Toughness, Weapon Focus (temple sword), Weapon Specialization (temple sword)
Skills Acrobatics +19, Climb +20, Intimidate +10, Knowledge (nature) +6, Knowledge (religion) +6, Perception +14, Sense Motive +11, Stealth +18, Survival +14, Swim +20
Racial Modifiers +8 Intimidate, +8 Stealth
Languages KoƩ
SQ all-form, fast movement, maneuver training, manywereform, martial arts master, pain points, wild empathy
Gear potion of cure serious wounds
Other Gear bracers of armor +3*, monk’s robe, Orisha* (+2 keen temple sword), ring of deflection +3*; Attuned Gear boots of speed, bracers of armor +5, Orisha (+5 keen temple sword, ring of protection +5 [AC 36; Melee Orisha +26/+18/+13 or +25/+25/+20/+15 (1d8+17 plus 1d6 precision, Crit 17-20/x2)]
Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Con; cure 1 save
The Jungles of Zerrah and the metropolis of Fenghuang are filled with lycanthropes of many kinds, but even the proud weretigers of Tirrowok speak in hushed tones of the weremambo. A legend of the wilderness, some claim it is the manifestation of the unjustly killed, their otherworldly hisses personified to take retribution on the living. Oracles of the Nightmare Gods are said to travel to the lairs of these powerful entities, places whispered as “Ile Ejo”. Sighted almost exclusively in bogs, caves, and swamps, the greatest weakness of this rare creature is that its power diminishes when it leaves beyond the boundaries of its home.
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