Sir Martimus the Lost
CR 8 XP: 4,800Male human fallen paladin 7 (Iomedae)
N Medium humanoid (human)
Init +0; Senses Perception +4
AC 20, touch 10, flat-footed 20 (+8 armor, +2 shield)
HP 99 (9d10+45)
Fort +10, Ref +3, Will +8
Speed 20 ft.
Melee mwk lance +15/+10 (1d8+6/x3 plus disease) or +2 vicious heavy pick +15/+10 (1d6+4/x4 plus disease)
Special Attacks disease
Str 18, Dex 10, Con 19, Int 13, Wis 14, Cha 6
Base Atk +9; CMB +13; CMD 23
Feats Lunge, Power Attack, Ride-By Attack, Spirited Charge, Weapon Focus (longsword)
Skills Handle Animal +6, Heal +11, Intimidate +2, Knowledge (local) +7, Knowledge (nobility, religion) +6, Perception +4, Ride +3
Languages Common, Dwarven
Gear battered half-plate, heavy steel shield, masterwork lance, +2 vicious heavy pick
Disease (Ex) The Shakes: Contact; save DC 18; onset 1 day; frequency 1/day; effect 1d8 Dex; cure 2 consecutive save. The save DC is Constitution-based.
Martimus has suffered from the shakes for over 80 years. The nature of his curse keeps him perpetually infected as a carrier but will not let him deteriorate too far to function. Any personal contact with Martimus, including being struck by his weapons, risks infection and requires a Fortitude save.
Martimus is rail thin and has a wracking cough from his long, miserable existence. If his helmet visor is raised it reveals a haggard face scarred from old burns and pocked from disease. His jaundiced eyes are bloodshot and red-rimmed. His hair and beard are thin and grizzled. He trembles perpetually due to his diseased condition and appears barely able to walk, much less fight.
Martimus’s steed is a shadow of its former self. Though skin remains stretched taut over its bones, it is actually an undead creature bound to its master until he is destroyed. Treat it as a heavy warhorse skeleton in combat.
HEAVY WARHORSE SKELETON
CR 1 XP 400Advanced horse skeleton (Pathfinder Roleplaying Game Bestiary “Horse,” “Skeleton”)
NE Large undead
Init +9; Senses low-light vision, scent; Perception +0
AC 16, touch 14, flat-footed 11 (+5 Dex, +2 natural, –1 size)
hp 9 (2d8)
Fort +0; Ref +5; Will +3
DR 5/bludgeoning; Immune cold, undead traits
Spd 50 ft.
Melee 2 hooves +5 (1d6+5) and bite +5 (1d4+5)
Space 10 ft.; Reach 5 ft.
Str 20, Dex 20, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Improved Initiative
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