Plaguebone, Vrock Wizard
CR 17 XP: 102,400Male vrock demon wizard 7/fighter 1
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +22
AC 26, touch 15, flat-footed 23 (+3 Dex, +11 natural, -1 size, +3 deflection)
HP 232 (9d10+7d6+1d10+142)
Fort +18, Ref +13, Will +10
DR 10/good; Immune electricity, poison; SR 28; Resist acid 10, cold 10, fire 10
Speed 30 ft., fly 50 ft. (average)
Melee 2 +1 anarchic clawed gauntlets +22 (2d8+9), bite +20 (1d8+8), 2 talons +20 (1d6+8); touch +15
Space 10 ft., Reach 10 ft.
Special Attacks dance of ruin (DC 21), hand of the apprentice 7/day (ranged +15), spores, stunning screech (DC 27)
Spell-Like Abilities (CL 19th) At will—greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 18) 1/day—heroism, mirror image, summon (level 3, 1 vrock 35%)
Spells Prepared (CL 7th)
4th-Lesser Globe of Invulnerability, Stoneskin
3rd-Dispel Magic, Fireball, Ray of Exhaustion
2nd-Acid Arrow, Ghoul Touch (DC 16), Mirror Image, Scorching Ray
1st-Mage Armor, Magic Missile (x2), Ray of Enfeeblement, Shocking Grasp
0th-Acid Splash, Disrupt Undead, Ray of Frost, Read Magic
Str 27, Dex 17, Con 27, Int 18, Wis 14, Cha 16
Base Atk +13; CMB +22; CMD 38
Feats Brew Potion, Cleave, Combat Casting, Combat Reflexes, Improved Initiative, Improved Sunder, Lightning Reflexes, Power Attack, Scribe Scroll, Stand Still, Step Up, Weapon Focus (clawed gauntlets)
Skills Diplomacy +13, Fly +13, Intimidate +21, Knowledge (arcana, local, planes) +24, Perception +22, Sense Motive +15, Spellcraft +24, Stealth +11, Survival +14
Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common; telepathy 100 ft
SQ arcane bond (ring of protection +3), arcane school—universalist
Gear metamagic rod (empower), 3 hollow quills holding dust of appearance (1 application each)
Other Gear ring of protection +3 (bonded item), +1 anarchic clawed gauntlets (see Magic Items Appendix), spell component pouch
Environment any (Abyss)
Organization solitary, pair, or gang (3-10)
Treasure +1 ANARCHIC CLAWED GAUNTLETS
Aura moderate evocation [chaotic]; CL 7th
Slot hands; Price 18,610 gp; Weight 2 lb.
DESCRIPTION
Clawed gauntlets are similar to spiked gauntlets but in addition to having their own spikes, they also reinforce and enhance the normal claw attacks of the wearer, increasing the damage dealt by one die type. On a wearer without claws, they deal the typical 1d6 points of damage typical for Large spiked gauntlets. These particular clawed gauntlets have been enchanted to be chaotically aligned and infused with the power of chaos. They function as an anarchic weapon. CONSTRUCTION
Requirements Craft Magic Arms and Armor, chaos hammer, creator must be chaotic; Cost 9,610 gp
Buried beneath the hideous nest is a pile of skulls crawling with rats that the demon encourages to lair there and sometimes uses for snacks. The rats scatter if disturbed, but anyone digging through the nest must make a DC 20 Fortitude save or contract fi lth fever (see the “Diseases” section in Appendices of the Pathfinder Roleplaying Game). Hidden beneath this detritus is the demon’s spellbook containing his prepared spells as well as:
0—dancing lights, detect magic, flare, light;
1st—charm person, color spray, detect undead, shield, shocking grasp, true strike; 2nd— continual flame, false life, obscure object, protection from arrows, scare, touch of idiocy, web;
3rd—daylight, haste, hold person, lightning bolt, nondetection, protection from energy, vampiric touch, wind wall;
4th—black tentacles, charm monster, enervation, greater invisibility, locate creature.
Also secreted here are a luck blade (1 wish remaining) and a soiled robe of bones.
Dance of Ruin (Su) A vrock can dance and chant as a full-round action-at the end of 3 rounds, a crackling wave of energy explodes from the vrock, dealing 5d6 points of electricity damage to all creatures within 100 feet. A DC 17 Reflex save halves this damage. For each additional vrock that joins in the dance, the damage increases by 5d6 and the DC to avoid the effect increases by +1, to a maximum of 20d6 when four or more vrocks are dancing (the DC continues to increase with additional vrocks, but the damage does not). The dance immediately ends and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing. The save DC is Charisma-based.
Spores (Ex) A vrock can release a cloud of spores from its body once every 3 rounds as a free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease.
Stunning Screech (Su) Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-foot-radius spread must succeed on a DC 21 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.
A cloud of spores and a trail of feathers surrounds this twisted cross between a man and a gigantic vulture.
Profane champions of the Abyss, vrocks embody all the rage, hatred, and violence of that despicable realm. As ravenous and grotesquely opportunistic as the scavengers they resemble, vrocks delight in bloodshed, relishing the sounds and sensations of ripping the still-pulsing entrails from a living husk. A typical vrock stands 8 feet tall and weighs 400 pounds. Vrocks generally form from the evil souls of hateful and wrathful mortals, particularly those who were career criminals, mercenaries, or assassins.
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