Lesser Incarnation of Death
CR 9 XP: 6,400
N Medium outsider (extraplanar)Init +9; Senses blindsight 30 ft., darkvision 120 ft., death sense; Perception +15
AC 20, touch 19, flat-footed 15 (+1 natural, +5 Dex, +4 deflection)
HP 44 (8d10)
Fort +4, Ref +13, Will +13
Defensive Abilities AC vs. assigned foe or AC 16, touch 15, flat-footed 11 (+5 Dex, +1 natural); Immune death effects, disease, magic, poison
Speed 30 ft.
Melee +3 scythe +19/+14 (2d4+17/x4) vs. assigned foe or +3 scythe +15/+10 (2d4+9/x4)
Special Attacks certain blow, permanent slaying, replication, smite target (+4 bonus to hit, +8 damage, +4 deflection bonus to AC)
Str 18, Dex 20, Con 10, Int 6, Wis 20, Cha 18
Base Atk +8; CMB +12; CMD 31
Feats Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
Skills Intimidate +13, Knowledge (planes) +7, Perception +15, Sense Motive +15, Stealth +14
Languages telepathy 120 ft.
SQ alpha strike
Gear +3 scythe
Environment any
Organization solitary (see below)
Treasure none
Alpha Strike (Ex) An incarnation of death almost always gains initiative in any fight and is never flat-footed. When rolling initiative, an incarnation of death rolls twice and takes the better result.
Certain Blow (Ex) The blows of an incarnation of death always strike the very soul of their assigned foe. In addition to the benefits of its smite ability, the attacks of an incarnation of death are considered to be touch attacks against its assigned foe.
Death Sense (Su) An incarnation of death can automatically sense the exact level of health of any living being it sees, effectively knowing its total hit dice, hit point maximums, and current hit point level. The incarnation can also discern any unusual status conditions, including wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, and the like.
Magic Immunity (Ex) A lesser incarnation of death is immune to all spells and spell-like abilities of 3rd level or less. The incarnation may voluntarily lower this immunity as a standard action and may raise it again as a free action. In addition, incarnations of death are immune to all death effects.
Permanent Slaying (Ex) Those killed by a lesser incarnation of death may only be brought back via a true resurrection, miracle or wish spell; those slain by a greater incarnation of death can only be brought back by the direct intervention of a deity.
Replication (Ex) When an incarnation of death has an assigned foe, and another creature interferes, a second incarnation of death of the same type immediately appears to do battle with the interfering party, with the offending party as its assigned foe. Only one incarnation of death appears at a time to engage an interfering party, even if that party continues to interfere. However, if several people interfere, each ends up facing its own incarnation of death. Should one of these other incarnations be slain, that person again becomes subject to this ability should they turn their attention to assisting another face an incarnation of death. Assistance can take the form of attacking an incarnation, healing the assigned foe’s wounds, or even positioning oneself so as to give the assigned foe a flanking
A robed, hooded figure wielding a large scythe appears and attacks.
An incarnation of Death is the very personification of Death with skeletal features, hooded robe, and scythe. It usually strikes first in any fight and its blows seem to always strike true. It can automatically sense the exact level of health of any living being it sees and those killed may only be brought back to life by the most powerful magic or the intervention of deities. If an incarnation of death has an assigned foe, and another creature interferes, a second incarnation of death of the same type immediately appears to do battle with the interfering party, with the offending party as its assigned foe.
Only one incarnation of death appears at a time to engage an interfering foe, even if that foe continues to interfere. However, if several people interfere, each ends up facing its own incarnation of death. If the incarnation has no foes assigned—for example, if it was summoned to simply wreak havoc and slay all who cross its path—it cannot use its replication ability.
The incarnation can communicate telepathically with any sentient creature, to a distance equal to the range of its darkvision. However, incarnations very seldom choose to do so. Once destroyed, the incarnation disappears along with its magical scythe.
Greater Incarnation of Death
CR 13 XP: 25,600
N Large outsider (extraplanar)Init +9; Senses blindsight 30 ft., darkvision 120 ft., death sense; Perception +20
AC 19, touch 18, flat-footed 14 (+1 natural, +5 Dex, +4 deflection, -1 size)
HP 82 (15d10)
Fort +7, Ref +16, Will +16
Defensive Abilities AC vs. assigned foe or AC 16, touch 15, flat-footed 11 (+5 Dex, +1 natural); Immune death effects, disease, magic, poison
Speed 30 ft.
Melee +3 scythe +26/+21/+16 (2d4+24/19–20/x4) vs. assigned foe or +3 scythe +22/+17/+12 (2d4+9/19–20/x4)
Space 10 ft.
Special Attacks certain blow, permanent slaying, replication, smite target (+4 bonus to hit, +8 damage, +4 deflection bonus to AC)
Str 18, Dex 20, Con 10, Int 6, Wis 20, Cha 19
Base Atk +15; CMB +20; CMD 39
Feats Great Fortitude, Improved Critical, Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Vital Strike
Skills Intimidate +19, Knowledge (planes) +13, Perception +20, Sense Motive +20, Stealth +16
Languages telepathy 120 ft.
SQ alpha strike
Gear +3 scythe
Environment any
Organization solitary (see below)
Treasure none
Alpha Strike (Ex) An incarnation of death almost always gains initiative in any fight and is never flat-footed. When rolling initiative, an incarnation of death rolls twice and takes the better result.
Certain Blow (Ex) The blows of an incarnation of death always strike the very soul of their assigned foe. In addition to the benefits of its smite ability, the attacks of an incarnation of death are considered to be touch attacks against its assigned foe.
Death Sense (Su) An incarnation of death can automatically sense the exact level of health of any living being it sees, effectively knowing its total hit dice, hit point maximums, and current hit point level. The incarnation can also discern any unusual status conditions, including wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, and the like.
Magic Immunity (Ex) A lesser incarnation of death is immune to all spells and spell-like abilities of 3rd level or less. The incarnation may voluntarily lower this immunity as a standard action and may raise it again as a free action. In addition, incarnations of death are immune to all death effects.
Permanent Slaying (Ex) Those killed by a lesser incarnation of death may only be brought back via a true resurrection, miracle or wish spell; those slain by a greater incarnation of death can only be brought back by the direct intervention of a deity.
Replication (Ex) When an incarnation of death has an assigned foe, and another creature interferes, a second incarnation of death of the same type immediately appears to do battle with the interfering party, with the offending party as its assigned foe. Only one incarnation of death appears at a time to engage an interfering party, even if that party continues to interfere. However, if several people interfere, each ends up facing its own incarnation of death. Should one of these other incarnations be slain, that person again becomes subject to this ability should they turn their attention to assisting another face an incarnation of death. Assistance can take the form of attacking an incarnation, healing the assigned foe’s wounds, or even positioning oneself so as to give the assigned foe a flanking
A robed, hooded figure wielding a large scythe appears and attacks.
An incarnation of Death is the very personification of Death with skeletal features, hooded robe, and scythe. It usually strikes first in any fight and its blows seem to always strike true. It can automatically sense the exact level of health of any living being it sees and those killed may only be brought back to life by the most powerful magic or the intervention of deities. If an incarnation of death has an assigned foe, and another creature interferes, a second incarnation of death of the same type immediately appears to do battle with the interfering party, with the offending party as its assigned foe.
Only one incarnation of death appears at a time to engage an interfering foe, even if that foe continues to interfere. However, if several people interfere, each ends up facing its own incarnation of death. If the incarnation has no foes assigned—for example, if it was summoned to simply wreak havoc and slay all who cross its path—it cannot use its replication ability.
The incarnation can communicate telepathically with any sentient creature, to a distance equal to the range of its darkvision. However, incarnations very seldom choose to do so. Once destroyed, the incarnation disappears along with its magical scythe.
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