Monday, February 18, 2019

Daemon, Assassin, Dontriodaemon

Kush, King of Assassins
CR 18                                                                                                          XP: 153,600
Male assassin daemon rogue 4/assassin 3
NE Medium outsider (daemon, evil, extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +26
AC 32, touch 18, flat-footed 25 (+6 armor, +1 dodge, +8 natural, +6 Dex)
HP 171 (14d10+4d8+3d8+63)
Fort +14, Ref +21, Will +8
Defensive Abilities evasion, improved uncanny dodge (level 17th), incorporeality, quiet death, trap sense +1, uncanny dodge, unremarkable; Will +12 vs. poison; DR 10/good; Immune acid, death effects, poison; SR 29; Resist cold 10, electricity 10, fire 10
Speed 30 ft.
Melee +3 keen dagger +28/+23/+18/+13 (1d4+7/17–20 plus poison)
Ranged +3 hand crossbow +28/+23/+18/+13 (1d4+3/19–20 plus deathblade poison)
Special Attacks angel of death, death attack (DC 23), poison, rogue talents (bleeding attack, surprise attack) sneak attack +7d6, swift death, true death (DC 25)
Spell-Like Abilities (CL 14th) At will—assassin’s senses, darkness, disappear, find traps, greater teleport (self plus 50 lbs. of objects only), misdirection (DC 18) 3/day—bloodied blade, invisibility, locate creature, lure* (DC 19), see invisibility 1/day—discern location, greater invisibility, summon (level 4, 1d3 leukodaemons 35%)
During Combat A relentless killer, this daemon wields a +2 keen dagger that crumbles to dust if it is ever separated from its owner. Typically, the daemon uses incorporeality to gain access to a target, and then strikes as quickly and inconspicuously as possible. Often, it is able to carry out its assignment and kill its victim(s) without ever being noticed.
Str 18, Dex 23, Con 16, Int 16, Wis 15, Cha 22
Base Atk +19; CMB +23; CMD 40
Feats Dodge, Improved Initiative, Mobility, Quick Draw, Rapid Reload, Skill Focus (stealth, survival), Spring Attack, Stealthy, Step Up, Weapon Finesse
Skills Acrobatics +30, Disable Device +31, Disguise +35, Escape Artist +34, Knowledge (local) +13, Perception +26, Sense Motive +23, Sleight of Hand +27, Stealth +48, Survival +32, Use Magic Device +16
Languages Abyssal, Daemonic, Draconic, Infernal; telepathy 100 ft
SQ assassin features, hide in plain sight, poison use, trapfinding
Gear 3 vials of deathblade poison
Other Gear +3 keen dagger, +3 hand crossbow, 10 poisoned crossbow bolts (deathblade), bracers of armor +6, ring of protection +4, masterwork thieves’ tools
Assassin Features (Ex) An assassin daemon has the special abilities of the assassin prestige class (though not the attack bonus, saving throw modifiers, hit points, or skill points) of an assassin equal in level to 1/2 the assassin daemon’s racial Hit Dice (usually 7th level). If the assassin daemon takes any levels in the assassin prestige class, it stacks with equivalent level of the assassin daemon for determining special abilities (for example, a 14-HD assassin daemon that takes 3 levels of the assassin prestige class has the special abilities of a 10th-level assassin).
Incorporeality (Su) An assassin daemon can become incorporeal at will as a standard action or return to its corporeal state, likewise as a standard action. While incorporeal it retains its DR 10/good but loses its natural armor bonus to AC. It does, however, gain a deflection bonus to AC equal to its Charisma modifier.
Poison (Su) +3 keen dagger—injury; save DC 17; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based. An assassin daemon’s dagger is automatically and continually coated in a virulent poison. The ability functions only with the assassin daemon’s +3 keen dagger and not with any other weapon it might wield. This is an ability of the daemon, not the dagger.
Unremarkable (Su) Creatures must make a DC 26 Will save to notice the assassin daemon, even if it is fully corporeal and standing in the open. A creature affected by this ability will afterwards remember the daemon as an ordinary, nondescript member of whatever gender and species the daemon wishes. If the daemon attacks or otherwise takes an overtly hostile action, this ability is negated, although in this case it might still remain unnoticed due to its other magic or a successful Stealth check. The save DC is Charisma-based.
The figure seems very ordinary, and not at all threatening in appearance. Strangely, you cannot determine its race or even its sex, even as you focus attention upon it.
Crafted from the souls of Belsameth's most skilled and efficient assassins, these fiends are servants of the Goddess of Murder. The Slayer has reportedly promised to make Talina Som, the head of the Cult of Ancients, into such a creature once her usefulness on Ghelspad is at an end. Som therefore does not fear her own death, and even looks forward to it eagerly, for dying means she will become an even more effective (and eternal) servant of her goddess.
An assassin daemon looks anything but daemonic. In fact, it looks like an entirely ordinary humanoid, blending easily into crowds and slipping past the most observant guards. It is this undistinguished appearance that gives the assassin daemons their power, for they are able to go almost anywhere without being noticed,
Creature Collection III: Savage Bestiary 37)
Daemon, Assassin, Dontriodaemon
CR 6                                                                                                               XP: 2,400
N Medium humanoid (daemon, evil, extraplanar, incorporeal)
Init +10; Senses darkvision 60 ft.; Perception +12
AC 25, touch 21, flat-footed 18 (+4 natural, +4 deflection, +6 Dex)
HP 45 (7d8+14)
Fort +7, Ref +11, Will +7
Defensive Abilities improved uncanny dodge, uncanny dodge; DR 10/good; SR 25
Speed 30 ft.
Melee +2 keen dagger +15/+10 (1d4+4/17-20)
Ranged +2 keen dagger +15 (1d4+3/17-20)
Special Attacks death attack, sneak attack +4d6, poison, spell-like abilities, spells
Spell-Like Abilities (CL 14th) At will—assassin’s senses, darkness, disappear, find traps, greater teleport (self plus 50 lbs. of objects only), misdirection (DC 18) 3/day—bloodied blade, invisibility, locate creature, lure* (DC 19), see invisibility 1/day—discern location, greater invisibility, summon (level 4, 1d3 leukodaemons 35%)
During Combat A relentless killer, this daemon wields a +2 keen dagger that crumbles to dust if it is ever separated from its owner. Typically, the daemon uses incorporeality to gain access to a target, and then strikes as quickly and inconspicuously as possible. Often, it is able to carry out its assignment and kill its victim(s) without ever being noticed.
Str 14, Dex 23, Con 14, Int 16, Wis 15, Cha 19
Base Atk +7; CMB +9; CMD 29
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +16, Disable Device +16, Disguise +22, Escape Artist +16, Linguistics +12, Perception +12, Sense Motive +12, Stealth +24
Languages Abyssal, Daemonic, Draconic, Infernal; telepathy 100 ft
SQ Assassin features, daemon traits, incorporeality, unremarkable
Environment abaddon
Organization solitary
Treasure No coins; no goods; standard items
Incorporeality (Ex) An assassin daemon can become incorporeal at will as a standard action or return to its corporeal state, likewise as a standard action. While incorporeal it retains its DR 10/good but loses its natural armor bonus to AC. It does, however, gain a deflection bonus to AC equal to its Charisma modifier.
Poison (Su) +3 keen dagger—injury; save DC 17; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based. An assassin daemon’s dagger is automatically and continually coated in a virulent poison. The ability functions only with the assassin daemon’s +3 keen dagger and not with any other weapon it might wield. This is an ability of the daemon, not the dagger.
Unremarkable (Su) Creatures must make a DC 26 Will save to notice the assassin daemon, even if it is fully corporeal and standing in the open. A creature affected by this ability will afterwards remember the daemon as an ordinary, nondescript member of whatever gender and species the daemon wishes. If the daemon attacks or otherwise takes an overtly hostile action, this ability is negated, although in this case it might still remain unnoticed due to its other magic or a successful Stealth check. The save DC is Charisma-based.
The figure seems very ordinary, and not at all threatening in appearance. Strangely, you cannot determine its race or even its sex, even as you focus attention upon it.
Crafted from the souls of Belsameth's most skilled and efficient assassins, these fiends are servants of the Goddess of Murder. The Slayer has reportedly promised to make Talina Som, the head of the Cult of Ancients, into such a creature once her usefulness on Ghelspad is at an end. Som therefore does not fear her own death, and even looks forward to it eagerly, for dying means she will become an even more effective (and eternal) servant of her goddess.
An assassin daemon looks anything but daemonic. In fact, it looks like an entirely ordinary humanoid, blending easily into crowds and slipping past the most observant guards. It is this undistinguished appearance that gives the assassin daemons their power, for they are able to go almost anywhere without being noticed,
Creature Collection III: Savage Bestiary 37)
Assassin's Senses
School divination     Level Bard 3, Cleric 2, Sorcerer/Wizard 2
Casting Time 1 standard action
Components V, S, F/DF (severed fi nger of a professional assassin)
Range personal
Targets spellcaster
Duration 1 round/level (D)
Saving Throw none
Spell Resistance no
The critical threat range and multiplier of any weapon or natural attack that you are using increase by 1. This stacks with the Improved Critical feat, the keen weapon quality, and other conditions that may have already increased these. It does not stack with multiple castings of this spell.
Bloodied Blade
School transmutation [evil]     Level Cleric 4, Druid 4, Sorcerer/Wizard 4
Casting Time 1 standard action
Components V, S, M (one drop of the caster’s blood)
Range touch
Targets one weapon touched
Duration 1 day + 1 round/level (see below)
Saving Throw Will negates (object)
Spell Resistance yes (object)
You cast this spell on any piercing or slashing weapon, and it becomes dormant until activated by the weapon dealing at least 1 point of damage on a living creature or until the next sunrise, at which point the spell is discharged without effect.
Once activated, the weapon gains a limited feral intelligence and a lust to shed more blood. Every 5 points of damage that the weapon deals grants a +1 morale bonus to attack and damage rolls (maximum +5) for 1 round/caster level. Since this is a morale bonus, it stacks with any enhancement bonuses the weapon may have, but is not considered a magic bonus for purposes of overcoming damage reduction. In addition, any creature struck by a bloodied blade must make a Will save or suffer a –2 morale penalty on attacks made against the blade’s wielder due to the horrible aura of glee emanating from the weapon when it draws blood. This effect ends when the spell expires
If the spell is cast on a weapon wielded by someone other than the caster, the weapon may receive a saving throw to avoid the effects of the spell if the wielder wishes. Weapons with the holy weapon quality must make a saving throw when they slay a living creature while under the effects of this spell to avoid becoming unholy. Similarly intelligent weapons with non-evil alignments that slay a living creature while under the effects of this spell must make a Will save or have their alignment shift one step before neutral evil. These effects can be reversed by a remove curse spell.
Disappear
School illusion (glamer)     Level Bard 1, Sorcerer/Wizard 1
Casting Time 1 immediate action
Components V
Range personal
Targets spellcaster
Duration 2 rounds (D)
Saving Throw none
Spell Resistance no
You disappear from sight with a brief puff of blue smoke and become invisible (as the spell) for the round of the casting and the following round. If not already visible, you reappear at the start of your action on the third round.
The spell was designed to be helpful under duress in order to escape combat. As a result, you receive a +4 bonus to concentration checks made to cast defensively or continue to casting even while being distracted. This bonus stacks with any other bonuses from Combat Casting, etc.
Lure
School enchantment (compulsion)     Level Bard 4, Druid 2, Ranger 3, Sorcerer/Wizard 3
Casting Time 1 standard action
Components V, S, M (a small mundane item)
Range close (25 ft. + 5 ft./2 levels)
Targets person who sees it fi rst (see below)
Duration 1 round/level
Saving Throw Will negates
Spell Resistance no
When you place this enchantment on a small mundane item, the first person to see it must make a Will save or experience an overwhelming desire to possess it. This causes him to move immediately towards it, ignoring all dangers. While under the influence of this spell, the victim is considered flat-footed and fights at a –4 attack penalty.

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