Al-Iborak, Blue Dragonborn
CR 10 XP: 9,600Male Half-Blue Dragon/Human Magus 9
LE Medium humanoid (dragon, human)
Init +5; Senses darkvision 60 ft.; low light vision; Perception +13
AC 22, touch 11, flat-footed 21 (+7 armor, +4 natural, +1 Dex)
HP 99 (9d8+54)
Fort +11, Ref +6, Will +11
Immune electricity, paralysis, sleep
Speed 30 ft., fly 60 ft. (average)
Melee +2 frost khopesh +14/+9 (1d8+8/19-20 plus 1d6 cold and trip), claw +7 (1d6+3), bite +7 (1d6+9) or 2 claws +12 (1d6+6), bite +12 (1d6+9)
Ranged javelin of lightning +7/+2 (1d6)
Special Attacks breath weapon 1/day (9d6 electricity, 60 ft. line, DC 19), improved spell combat, spell combat (-2 atk, +2 concentration), spellstrike
Spells Known (CL 9th)
3rd (3/day)-Haste, Lightning Bolt (DC 15), Magic Weapon Greater
2nd (4/day)-Bears Endurance, Bulls Strength, Intensified Shocking Grasp, Invisibility
1st (5/day)-Disguise Self, Enlarge Person, Shield, Shocking Grasp, True Strike
0th (5/day)-Detect Magic, Detect Poison, Flare, Message, Resistance
Before Combat If they have the opportunity to prepare, the Al-Iborak cast bull’s strength and resistance to enhance their combat prowess.
During Combat They use their javelins of lightning and breath weapons before closing with the PCs, and they use their scimitars of shock in melee using their spell strike with an intensified shocking grasp to deal an additional 9d6 points of electricity damage. the Al-Iborak pair up, fighting back to back to prevent flanking and sneak attacks as much as possible. If they have the chance, some of the half-dragons use their whips to trip opponents so that their brethren can attack the downed characters. If the PCs prove too difficult to strike one on one, the Sons of the Dragon use aid another actions and flanking maneuvers.
Morale If the party retreats, the Al-Iborak pursue on horseback unless they have lost more than a third of their number. Otherwise they fight to the death.
Str 22, Dex 13, Con 20, Int 15, Wis 13, Cha 10
Base Atk +6; CMB +12; CMD 23
Feats Combat Reflexes, Exotic Weapon Proficiency (Whip), Improved Initiative, Intensify Spell, Iron Will, Power Attack, Weapon Focus (Scimitar)
Skills Fly +12, Intimidate +10, Knowledge (arcana) +12, Perception +13, Ride +5, Spellcraft +12, Use Magic Device +10
Languages Common, Draconic, Elven, Dwarven
SQ arcane pool (6 points, +3), knowledge pool, magus arcana (accurate strike, empower magic, pool strike), medium armor proficiency
Gear +1 shock scimitar, +1 breastplate, javelin of lightning, whip, spell components, 6d6 gold
No comments:
Post a Comment