Tuesday, February 19, 2019

Aranea Sorcerer

Kolscillisk, Aranea Sorcerer
CR 13                                                                                                         XP: 25,600
Male aranea sorcerer 9
NE Medium magical beast (shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision, tremor-sense 60 ft.; Perception +11
AC 19, touch 16, flat-footed 15 (+3 Dex, +3 natural, +1 deflection, +1 dodge)
HP 69 (5d10+9d6+10)
Fort +6, Ref +7, Will +4
Defensive Abilities swarm affinity; Immune magic missile
Speed 50 ft., climb 30 ft.
Melee bite +10 (1d6 plus poison)
Ranged ranged touch +10
Space 5 ft., Reach 5 ft.
Special Attacks web (+10 ranged, DC 18, hp 12)
Spells Known (CL 12nd)
  6th (3/day)-Flesh to Stone (DC 19)
  5th (5/day)-Interposing Hand, Private Sanctum
  4th (6/day)-Confusion (DC 17), Giant Vermin, Ice Storm (DC 17), Lesser Globe of Invulnerability
  3rd (7/day)-Clairaudience/Clairvoyance, Gaseous Form, Lightning Bolt (DC 16), Poison (DC 16), Stinking Cloud (DC 16)
  2nd (7/day)-Acid Arrow, Daze Monster (DC 15), False Life, Glitterdust (DC 15), Invisibility, Summon Swarm
  1st (7/day)-Bleed (DC 14), Endure Elements, Feather Fall, Grease (DC 14), Mage Armor, Magic Missile
  0th-Acid Splash, Daze (DC 13), Detect Magic, Detect Poison, Disrupt Undead, Ghost Sound (DC 13), Light, Open/Close, Read Magic
Bloodline: Verminous
Str 11, Dex 16, Con 14, Int 14, Wis 13, Cha 16
Base Atk +7; CMB +7; CMD 22
Feats Agile Maneuvers, Combat Casting, Combat Expertise, Dodge, Eschew Materials, Improved Initiative, Iron Will, Stealthy, Weapon Finesse
Skills Acrobatics +14, Climb +19, Escape Artist +13, Knowledge (arcana) +14, Perception +11, Spellcraft +14, Stealth +13, Survival +9
  Racial Modifiers +2 Acrobatics, +2 Perception
Languages Common, Infernal, Sylvan
SQ bloodline arcana, bloodline powers (vermin sight, swarm affinity, carapace of the vermin), change shape (humanoid, hybrid; polymorph)
Gear 3 beads of force, wand of dispel magic (CL: 6, 22 charges); Other Gear ring of protection +1, ring of counterspells (fireball), brooch of shielding (87 hp)
Environment  tropical forests
Organization solitary or colony (2-6)
Treasure standard
Change Shape (Su) An aranea can take the form of a Small or Medium humanoid or spider-humanoid hybrid. In humanoid form, an aranea cannot use its bite, web, or poison. In spider-humanoid hybrid form, an aranea looks like a humanoid with spidery fangs and spinnerets, with the latter typically located at the small of its back. The aranea retains its bite attack, webs, and poison in this form, and can wield weapons and wear armor. When in humanoid or hybrid form, an aranea's speed is 30 feet and it has no climb speed.
Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round for 4 rounds; effect 1d6 Strength damage; cure 1 save. The save DC is Constitution-based.
Vermin Sight (Su) Darkvision 60 ft. and tremor-sense 60 ft.
Swarm Affinity (Ex) Swarms of vermin recognize you as one of their own. You can walk among vermin swarms without fear of being harmed by them at all.
Carapace of the Vermin (Ex) Flesh becomes chitinous and more rigid, increasing your natural armor bonus by +1. At 11th level, this bonus increases to +2, and at 17th level it increases to +3. In addition at 11th level, small mandibles develop in your mouth and you gain a poisonous bite attack. If used as part of a full-round action, the bite is made at your full attack bonus –5. On a hit it deals 1d6 points of damage plus half your Strength modifier.
This bloated spider has a hunchbacked body and a gleam of intelligence in its multiple eyes.
Verminous Bloodline
The taint of vermin and filth runs through your veins, ever calling you to the gutters and vile, dark corners of the world.
Class Skill Survival
Bonus Spells endure elements (3rd), summon swarm (5th), poison (7th), giant vermin (9th), insect plague (11th), harm (13th), creeping doom (15th), symbol of insanity (17th), antipathy (19th).
Bonus Feats Athletic, Blind-Fight, Dodge, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Scorpion Style, Skill Focus (Knowledge [nature])
Bloodline Arcana
You can use beast shape spells to assume the form of appropriately sized creatures of the vermin type as well as creatures of the animal type.
Bloodline Powers The spawn of vermin lurk just beneath your skin and answer to your mental call.
Vermin Sight (Su) At 1st level, you gain darkvision 60 ft. and tremor-sense 60 ft.
Swarm Affinity (Ex) At 3rd level, swarms of vermin recognize you as one of their own. You can walk among vermin swarms without fear of being harmed by them at all.
Carapace of the Vermin (Ex) At 9th level, your flesh becomes chitinous and more rigid, increasing your natural armor bonus by +1. At 11th level, this bonus increases to +2, and at 17th level it increases to +3. In addition at 11th level, small mandibles develop in your mouth and you gain a poisonous bite attack. If used as part of a full-round action, the bite is made at your full attack bonus –5. On a hit it deals 1d6 points of damage plus half your Strength modifier.
Poison (bite—injury; save Fort DC 10 + 1/2 Hit Dice + Con modifier; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save). If you already have a poisonous bite, your bite remains unchanged but the DC for the poison’s Fortitude save increases by 4.
Swarm Carrier (Su) At 15th level, the larva of countless vermin gestate within your flesh. They are clearly visible as small lumps and masses shifting across your body as they move about beneath your skin. Once per day as a free action, you can open your mouth and vomit forth swarms from your gullet just as if you had cast a creeping doom spell (caster level 15th).
Verminous Apotheosis (Su) At 20th level, you are more vermin than not. You gain all of the immunities of vermin and command all vermin (including swarms) within 30 feet that have fewer Hit Dice then you. The Hit Dice of each swarm or vermin is considered separately. Once the vermin or swarms have left the area of effect, they continue to obey your telepathic commands for 1d6+2 rounds. If they come back within the area of effect they come under your control again. Three times a day as a move action you can change shape into vermin swarm of your choice. This transformation lasts for 1 round per level. You can change back at will as a move action.

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