Maerie quTie Frothnoal, Scion of the Pitt
CR 10 XP: 9,600Male advanced tiefling sorcerer 10
CE Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +3
AC 21, touch 15, flat-footed 16 (+4 armor, +2 natural, +5 Dex)
HP 85 (10d6+50)
Fort +8, Ref +9, Will +11
Defensive Abilities Will +15 vs. poison; Resist acid 5, cold 5, electricity 10, fire 5
Speed 30 ft.
Melee +1 human-bane quarterstaff +11 (1d6+8) or mwk cold iron dagger +11 (1d4+5/19-20)
Ranged dart +10 (1d4+5)
Special Attacks claws (2, 1d6+5, treated as magic weapons, 8 rounds/day)
Spell-Like Abilities (CL 10th) 1/day—darkness
Spells Known (CL 10th)
5th (4/day)-Cone of Cold (DC 21)
4th (6/day)-Hellmouth Lash, Summon Monster IV
3rd (7/day)-Fireball (DC 19), Fly, Rage, Stinking Cloud (DC 19)
2nd (7/day)-Acid Arrow, Boiling Blood (DC 17), Bulls Strength, Fog Cloud, Scorching Ray
1st (8/day)-Cause Fear (DC 16), Charm Person (DC 16), Ear-Piercing Scream (DC 17), Mage Armor, Magic Missile, Mount, Touch of Gracelessness (DC 16)
0th-Acid Splash, Dancing Lights, Detect Magic, Disrupt Undead, Light, Mage Hand, Message, Read Magic, Spark (Bloodline abyssal)
Before Combat Each morning, the scion of the pit casts extended mage armor. If it knows it is about to engage in battle, it casts bull’s strength upon itself.
Base Statistics Without bull’s strength and mage armor, the scion of the pit’s statistics are AC 17, touch 15, flat-footed 12; Melee +1 human-bane quarterstaff +9 (1d6+5) or mwk cold iron dagger +9 (1d4+3/19-20); Ranged dart +10 (1d4+3); Special Attacks claws (2, 1d6+3, treated as magic weapons, 8 rounds/day); Str 16; CMB +8; CMD 23.
Spell-Like Abilities (CL 10th; concentration +14)
1/day—darkness
During Combat The scion of the pit first casts summon monster IV to conjure a fiendish grizzly bear enhanced with Augment Summoning and bloodline arcana. It uses Elemental Spell to cast electricity fireball or scorching ray to injure multiple opponents at once. It casts stinking cloud to force enemies to move where it wants and to obscure vision. It tries to avoid melee, but if forced, it will cast hellmouth lash. It saves a 3rd-level spell slot for fly in case escape is necessary.
Str 20, Dex 20, Con 18, Int 14, Wis 16, Cha 18
Base Atk +5; CMB +10; CMD 25
Feats Augment Summoning, Elemental Spell (Electricity), Eschew Materials, Expanded Fiendish Resistance (Acid), Extend Spell, Spell Focus (Conjuration, Evocation)
Skills Bluff +14, Craft (alchemy) +9, Fly +13, Intimidate +12, Knowledge (arcana, the planes) +11, Spellcraft +11, Stealth +7, Use Magic Device +12
Languages Abyssal, Common, Draconic, Elven
SQ bloodline arcana (summoned creatures gain DR 4/good), fiendish sorcery, strength of the Abyss
Gear potion of cure moderate wounds, potion of invisibility, potions of protection from good (5), wand of lightning bolts (10 charges), alchemist’s fire (3), smokesticks (3)
Other Gear +1 human-bane quarterstaff, darts (10), masterwork cold iron dagger, cloak of resistance +1, bandolier, 5 sp
Descended from a powerful demon bloodline, the scion of the pit cuts a fearsome swathe through the room with its red and black robes and ebony staff topped with a glowing human skull. It sees the Abyss as its future and arrogantly believes its heritage is proof of its right to power. It seeks everyone opportunity to advance its station and power with the ultimate goal of ruling its own domain in the deadly Abyss. The scion uses its power to ensure allies win key decisive battles but rarely sticks around to place itself in danger. It favors flying in to unleash area of effect spells and enhance allies before fleeing the scene to let minions do the work.
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