Tuesday, February 5, 2019

Kherakus, Dracotaur Sorcerer

Kherakus, Dracotaur Sorcerer
CR 7                                                                                                             XP: 3,200
Male dracotaur sorcerer
NE Large humanoid (dragon)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +8
AC 16, touch 11, flat-footed 14 (-1 size, +5 natural, +2 Dex)
HP 58 (3d10+4d6+28)
Fort +8, Ref +8, Will +9
Immune magic sleep effects and paralysis
Speed 50 ft.
Melee bite +7 (1d8+3), tail slap +2 (1d8+3)
Space 10 ft., Reach 5 ft.
Special Attacks spells, spit fire
Spells Known (CL 4th)
  2nd (4/day)-Scorching Ray (+8 ranged touch)
  1st (7/day)-Expeditious Retreat, Magic Missile, Shield
  0th (6/day)-Acid Splash (+8 ranged touch), Detect Magic, Ghost Sound (DC 14), Mage Hand, Prestidigitation, Read Magic
During Combat Kherakus is just coming into his power as a sorcerer. Capable of flinging bolts of force and beams of pure fire at his enemy, the dracotaur is effective in combat. Kherakus is particularly dangerous when he has the strength of dracotaur ragers to assist him. As he has just come into his own however, he is still kicked to the wayside by many of his fellow dracotaurs, not considered skilled enough to hunt, but favored with sorcery, making him too dangerous to attempt to eat as well.
Kherakus uses superior speed and movement capabilities to keep distance between himself and those he would destroy, employing whatever magic he has at his disposal to bring them down. He tends to favor fiery, explosive magic, reducing opponents that would normally be considered inedible to cinders, even though he might attempt to entrap those who could potentially feed his tribe.
Str 16, Dex 14, Con 18, Int 12, Wis 15, Cha 18
Base Atk +5; CMB +9; CMD 21
Feats Combat Casting, Improved Initiative, Lightning Reflexes
Skills Acrobatics +6, Diplomacy +6, Knowledge (arcana) +8, Linguistics +14, Perception +8, Sense Motive +8, Spellcraft +10, Swim +13
  Racial Modifiers +4 to Acrobatics and Swim
Languages Common, Draconic
SQ summon familiar
Gear 2 scrolls of mage armor, potion of cure moderate wounds
Other Gear cloak of Charisma +2, elemental gem (fire)
Spit Fire (Su) Kherakus can spit a glob of fire as a standard action. Once Kherakus spits, he cannot spit again for 1 minute. Kherakus's spittle is a sticky adhesive substance that ignites when exposed to air, much like alchemist's fire. This glob of fiery spittle is treated as a ranged touch attack with a range increment of 20 feet. A direct hit deals 2d6 points of fire damage. Every creature within 5 feet of the point where the spittle hits takes 1d4 points of fire damage from the splash. Unlike alchemist's fire, Kherakus's spit does not continue to burn.
This large creature has the upper torso of a muscular reptilian humanoid, a spear held tightly in its clawed hands. Its eyes are black and its sharp teeth glisten. Its lower torso resembles the body of a wingless dragon with large, clawed feet and a spiked tail that flails from side to side.
An adult dracotaur stands 7 feet tall and measures 10 feet long, weighing about 2,000 pounds.
Physically smaller than others of his tribe, Kherakus learned at an early age to rely upon cunning and his social grace (which only goes so far among dracotaurs) to make his way in the world. Frequently, the runt dracotaur stayed behind when the others went out to hunt, and during these times he would be put to work, memorizing the stories of his people as well as doing manual labor not fit for the hunters of the tribe.
Over time however, he demonstrated an aptitude for sorcery, prized among the dracotaur people, and because of this he found himself sent to the tribe elders for instruction so that he could further develop his skill. Though still chastised and harassed for his stunted size by the warriors of his tribe, Kherakus had achieved a favored position among the elders, and as such was saved from being consumed by his larger brethren. Thankful for this blessing, Kherakus began to worship Tiamat, the queen of dragons, in earnest. He believed that she saved him from the wrath of his fellow dracotaur by granting him the ability to manipulate the external forces of magic.
Even as he developed as a sorcerer, Kherakus devoted himself fervently to the worship of Tiamat, learning so much about his dread queen that he would teach the younger dracotaur about the glory of her strength and power, so that they might come to appreciate Tiamat for all the gifts with which she graced them. Kherakus went so far as to venture away from his tribe in search of their favored enemy, centaurs. When he stumbled upon a warband of the horse-folk, he lured them back, using his superior speed and magic to bring them into an ambush set by the dracotaur hunters. That night, the dracotaur tribe ate of the flesh of centaur, and the entire proceeding was said to be blessed by Tiamat herself. Kherakus was ordained that night, and he has presided as Tiamat's faithful cleric among his people since then, developing his powers as a sorcerer even as he preaches the strength and power of Tiamat.

Kherakus, Dracotaur Cleric of Tiamat
CR 10                                                                                                            XP: 9,600
Male dracotaur sorcerer 4/cleric of Tiamat 3
NE Large humanoid (dragon)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +12
AC 21, touch 11, flat-footed 19 (-1 size, +5 natural, +2 Dex, +5 armor)
HP 72 (3d10+4d6+3d8+28)
Fort +11, Ref +9, Will +16
Immune magic sleep effects and paralysis
Speed 50 ft.
Melee bite +9 (1d8+3), tail slap +4 (1d8+1)
Space 10 ft., Reach 5 ft.
Special Attacks rebuke undead 7/day (+4, 2d6+9, 3rd), smite 1/day (+4 attack, +3 damage), spells, spit fire
Spell-Like Abilities (CL 4th) 2nd (4/day) scorching ray (+7 ranged touch) 1st (7/day) expeditious retreat, magic missile, shield 0 (6/day) acid splash (+7 ranged touch), detect magic, ghost sound (DC 14), mage hand, prestidigitation, read magic
Spells Known (CL 4th)
  2nd (4/day)-Scorching Ray (+8 ranged touch)
  1st (7/day)-Expeditious Retreat, Magic Missile, Shield
  0th (6/day)-Acid Splash (+8 ranged touch), Detect Magic, Ghost Sound (DC 14), Mage Hand, Prestidigitation, Read Magic
Spells Prepared (CL 3rd)
  2nd-Hold Person (DC 16), Invisibility (D), Sound Burst (DC 16)
  1st-Bless, Disguise Self (D), Divine Favor, Shield of Faith
  0th-Detect Magic, Detect Poison, Light, Resistance (D Domain spell. Domains: Death, Evil)
During Combat Kherakus is just coming into his power as a sorcerer. Capable of flinging bolts of force and beams of pure fire at his enemy, the dracotaur is effective in combat. Kherakus is particularly dangerous when he has the strength of dracotaur ragers to assist him. As he has just come into his own however, he is still kicked to the wayside by many of his fellow dracotaurs, not considered skilled enough to hunt, but favored with sorcery, making him too dangerous to attempt to eat as well.
Kherakus uses superior speed and movement capabilities to keep distance between himself and those he would destroy, employing whatever magic he has at his disposal to bring them down. He tends to favor fiery, explosive magic, reducing opponents that would normally be considered inedible to cinders, even though he might attempt to entrap those who could potentially feed his tribe.
Str 16, Dex 14, Con 18, Int 12, Wis 18, Cha 18
Base Atk +7; CMB +11; CMD 23
Feats Combat Casting, Improved Initiative, Lightning Reflexes, Spell Rehearsal
Skills Acrobatics +6, Diplomacy +6, Knowledge (arcana) +8, Knowledge (religion) +7, Linguistics +16, Perception +12, Sense Motive +10, Spellcraft +11, Swim +13
  Racial Modifiers +4 to Acrobatics and Swim
Languages Common, Draconic
SQ summon familiar
Gear scroll of cure moderate wounds, scroll of detect thoughts, scroll of fly, pearl of power (2nd), pearl of power (1st)
Other Gear +1 mithral shirt, cloak of Charisma +2, periapt of Wisdom +2
Spit Fire (Su) Kherakus can spit a glob of fire as a standard action. Once Kherakus spits, he cannot spit again for 1 minute. Kherakus's spittle is a sticky adhesive substance that ignites when exposed to air, much like alchemist's fire. This glob of fiery spittle is treated as a ranged touch attack with a range increment of 20 feet. A direct hit deals 2d6 points of fire damage. Every creature within 5 feet of the point where the spittle hits takes 1d4 points of fire damage from the splash. Unlike alchemist's fire, Kherakus's spit does not continue to burn.
This large creature has the upper torso of a muscular reptilian humanoid, a spear held tightly in its clawed hands. Its eyes are black and its sharp teeth glisten. Its lower torso resembles the body of a wingless dragon with large, clawed feet and a spiked tail that flails from side to side.
An adult dracotaur stands 7 feet tall and measures 10 feet long, weighing about 2,000 pounds.
Physically smaller than others of his tribe, Kherakus learned at an early age to rely upon cunning and his social grace (which only goes so far among dracotaurs) to make his way in the world. Frequently, the runt dracotaur stayed behind when the others went out to hunt, and during these times he would be put to work, memorizing the stories of his people as well as doing manual labor not fit for the hunters of the tribe.
Over time however, he demonstrated an aptitude for sorcery, prized among the dracotaur people, and because of this he found himself sent to the tribe elders for instruction so that he could further develop his skill. Though still chastised and harassed for his stunted size by the warriors of his tribe, Kherakus had achieved a favored position among the elders, and as such was saved from being consumed by his larger brethren. Thankful for this blessing, Kherakus began to worship Tiamat, the queen of dragons, in earnest. He believed that she saved him from the wrath of his fellow dracotaur by granting him the ability to manipulate the external forces of magic.
Kherakus is not only an accomplished sorcerer at this point, but he also is an acolyte devoted to Tiamat as well. Since he can defend himself and also assist others with spells that protect, empower, and heal, he has become a member of good standing among his fellow dracotaurs. He still keeps to the back whenever combat ensues, staying as far from harm's path as he can place himself and still be of use to his fellow dracotaurs.
Even as he developed as a sorcerer, Kherakus devoted himself fervently to the worship of Tiamat, learning so much about his dread queen that he would teach the younger dracotaur about the glory of her strength and power, so that they might come to appreciate Tiamat for all the gifts with which she graced them. Kherakus went so far as to venture away from his tribe in search of their favored enemy, centaurs. When he stumbled upon a warband of the horse-folk, he lured them back, using his superior speed and magic to bring them into an ambush set by the dracotaur hunters. That night, the dracotaur tribe ate of the flesh of centaur, and the entire proceeding was said to be blessed by Tiamat herself. Kherakus was ordained that night, and he has presided as Tiamat's faithful cleric among his people since then, developing his powers as a sorcerer even as he preaches the strength and power of Tiamat.
Kherakus, Dracotaur Mystic Theurge
CR 15                                                                                                           XP: 51,200
Male dracotaur sorcerer 4/cleric of Tiamat 3/mystic theurge 5
NE Large humanoid (dragon)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +12
AC 22, touch 11, flat-footed 20 (-1 size, +5 natural, +2 Dex, +6 armor)
HP 114 (3d10+4d6+3d8+3d6+60)
Fort +12, Ref +10, Will +18
Immune magic sleep effects and paralysis
Speed 50 ft.
Melee bite +11 (1d8+3), tail slap +6 (1d8+1)
Space 10 ft., Reach 5 ft.
Special Attacks rebuke undead 7/day (+4, 2d6+9, 3rd), smite 1/day (+4 attack, +3 damage), spells, spit fire
Spells Known (CL 13rd)
  4th (5/day)-Dimension Door, Black Tentacles
  3rd (7/day)-Displacement, Fireball (DC 18), Fly
  2nd (7/day)-Cats Grace, False Life, Scorching Ray (+10 ranged touch), Web (DC 17)
  1st (8/day)-Expeditious Retreat, Feather Fall, Magic Missile, Obscuring Mist, Shield
  0th (6/day)-Acid Splash (+10 ranged touch), Daze (DC 15), Detect Magic, Ghost Sound (DC 15), Mage Hand, Prestidigitation, Ray of Frost (+10 ranged touch), Read Magic
Spells Prepared (CL 12nd)
  4th-Confusion (D DC 18), Cure Critical Wounds, Divine Power, Freedom of Movement
  3rd-Contagion (D DC 17), Cure Serious Wounds, Dispel Magic (x2), Protection from Energy
  2nd-Hold Person (DC 16), Invisibility (D), Lesser Restoration, Sound Burst (DC 16), Spiritual Weapon
  1st-Cure Light Wounds (x2), Disguise Self (D), Divine Favor, Protection from Good, Shield of Faith
  0th-Detect Magic, Detect Poison, Guidance (x2), Read Magic, Resistance (D Domain spell. Domains: Death, Evil)
During Combat Kherakus is truly a terror to behold at this stage in his life, possessing considerable power with both arcane and divine magic. Capable of bringing down an entire enemy force single-handedly, Kherakus is considered to be the chosen of his tribe, despite his 'diminutive' size. The ragers and hunters of the dracotaur pay their respects to him equally, prizing his assistance and fearing his wrath at the same time.
Kherakus uses superior speed and movement capabilities to keep distance between himself and those he would destroy, employing whatever magic he has at his disposal to bring them down. He tends to favor fiery, explosive magic, reducing opponents that would normally be considered inedible to cinders, even though he might attempt to entrap those who could potentially feed his tribe.
Str 16, Dex 14, Con 18, Int 12, Wis 19, Cha 20
Base Atk +9; CMB +13; CMD 25
Feats Combat Casting, Improved Initiative, Lightning Reflexes, Practiced Spellcaster (cleric, sorcerer), Spell Rehearsal
Skills Acrobatics +13, Diplomacy +7, Knowledge (arcana) +8, Knowledge (religion) +10, Linguistics +23, Perception +12, Sense Motive +10, Spellcraft +13, Swim +13
  Racial Modifiers +4 to Acrobatics and Swim
Languages Common, Draconic
SQ summon familiar
Gear pearl of power (3rd), pearl of power (2nd), pearl of power (1st), staff of fire (30 charges), wand of cure serious wounds (22 charges), wind fan
Other Gear +2 mithral shirt, cloak of Charisma +4, periapt of Wisdom +2
Spit Fire (Su) Kherakus can spit a glob of fire as a standard action. Once Kherakus spits, he cannot spit again for 1 minute. Kherakus's spittle is a sticky adhesive substance that ignites when exposed to air, much like alchemist's fire. This glob of fiery spittle is treated as a ranged touch attack with a range increment of 20 feet. A direct hit deals 2d6 points of fire damage. Every creature within 5 feet of the point where the spittle hits takes 1d4 points of fire damage from the splash. Unlike alchemist's fire, Kherakus's spit does not continue to burn.
This large creature has the upper torso of a muscular reptilian humanoid, a spear held tightly in its clawed hands. Its eyes are black and its sharp teeth glisten. Its lower torso resembles the body of a wingless dragon with large, clawed feet and a spiked tail that flails from side to side.
An adult dracotaur stands 7 feet tall and measures 10 feet long, weighing about 2,000 pounds.
Physically smaller than others of his tribe, Kherakus learned at an early age to rely upon cunning and his social grace (which only goes so far among dracotaurs) to make his way in the world. Frequently, the runt dracotaur stayed behind when the others went out to hunt, and during these times he would be put to work, memorizing the stories of his people as well as doing manual labor not fit for the hunters of the tribe.
Over time however, he demonstrated an aptitude for sorcery, prized among the dracotaur people, and because of this he found himself sent to the tribe elders for instruction so that he could further develop his skill. Though still chastised and harassed for his stunted size by the warriors of his tribe, Kherakus had achieved a favored position among the elders, and as such was saved from being consumed by his larger brethren. Thankful for this blessing, Kherakus began to worship Tiamat, the queen of dragons, in earnest. He believed that she saved him from the wrath of his fellow dracotaur by granting him the ability to manipulate the external forces of magic.
Kherakus is not only an accomplished sorcerer at this point, but he also is an acolyte devoted to Tiamat as well. Since he can defend himself and also assist others with spells that protect, empower, and heal, he has become a member of good standing among his fellow dracotaurs. He still keeps to the back whenever combat ensues, staying as far from harm's path as he can place himself and still be of use to his fellow dracotaurs.
Even as he developed as a sorcerer, Kherakus devoted himself fervently to the worship of Tiamat, learning so much about his dread queen that he would teach the younger dracotaur about the glory of her strength and power, so that they might come to appreciate Tiamat for all the gifts with which she graced them. Kherakus went so far as to venture away from his tribe in search of their favored enemy, centaurs. When he stumbled upon a warband of the horse-folk, he lured them back, using his superior speed and magic to bring them into an ambush set by the dracotaur hunters. That night, the dracotaur tribe ate of the flesh of centaur, and the entire proceeding was said to be blessed by Tiamat herself. Kherakus was ordained that night, and he has presided as Tiamat's faithful cleric among his people since then, developing his powers as a sorcerer even as he preaches the strength and power of Tiamat.

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