Commandant Gregory Bonedeuce
CR 14 XP: 38,400Male human rogue 5/fighter 4/duelist 5
LE Medium humanoid (human)
Init +9; Senses Perception +19
AC 24, touch 24, flat-footed 18 (+3 deflection, +5 dodge, +5 Dex)
HP 93 (5d8+9d10+14)
Fort +8, Ref +15, Will +8
Defensive Abilities evasion, trap sense +1, uncanny dodge; AC +1 dodge vs traps; Will +9 vs fear, +9 Ref vs traps
Speed 40 ft.
Melee +2 speed rapier +20/+20/+15/+10 (1d6+3/18–20)
Ranged mwk hand crossbow +18/+13/+8 (1d4/19-20)
Special Attacks parry, precise strike +5, riposte, sneak attack +3d6
Str 12, Dex 21, Con 12, Int 18, Wis 14, Cha 19
Base Atk +12; CMB +13; CMD 36
Feats Combat Expertise, Combat Reflexes, Dodge, Greater Feint, Improved Feint, Improved Initiative, Improved Trip, Iron Will, Mobility, Persuasive, Stepping Feint, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +22, Appraise +10, Bluff +21, Climb +9, Diplomacy +14, Disable Device +13, Escape Artist +13, Intimidate +25, Knowledge (local) +14, Linguistics +12, Perception +19, Perform (dance) +11, Perform (string instruments) +12, Profession (sailor) +13, Ride +13, Sense Motive +17, Stealth +21, Swim +9
Languages Abyssal, Aquan, Common, Elven, Gasquen, Goblin, High Boros, Infernal, Orc, Sahuagin
SQ armor training +1, bravery +1, canny defense, enhanced mobility, grace, rogue talents (bleeding attack +3, finesse rogue, trapfinding
Gear Bonny Lass (a +2 speed rapier, which also grants the possessor a +2 enhancement bonus to their Charisma), +3 ring of protection, ring of water breathing, bolo tie of death ward, boots of striding and springing, several uniforms, a monogrammed gold plated mechanical pocket watch (worth 1500 gp), a masterwork fiddle and bow, a snuff box, several exquisite quality cigars, a box of matches, a masterwork hand crossbow, two doses of purple worm poison (see Pathfinder Roleplaying Game: Core Rulebook, Appendix 1, “Poison”)
Gregory Bonedeuce, Dread Lacedon
CR 8 XP: 4,800Male dread lacedon 0
CE Medium undead (aquatic)
Init +0; Senses darkvision 60 ft.; Perception +14
AC 23, touch 13, flat-footed 23 (+10 natural, +3 deflection)
HP 114 (12d12+36)
Fort +10, Ref +7, Will +12
Defensive Abilities Harthagoa’s blessing; DR 5/good; Immune undead traits; Resist channel resistance +2
Speed 30 ft., 60 ft.
Melee bite +16 (1d6+7 plus disease and paralysis), 2 claws +16 (1d6+7 plus paralysis)
Space 5 ft., Reach 5 ft.
Special Attacks paralysis (1d4+1 rounds, DC 21), sneak attack +3d6
Str 25, Dex 11, Con -, Int 13, Wis 13, Cha 17
Base Atk +9; CMB +16; CMD 29
Feats Blind-Fight, Combat Expertise, Greater Trip, Improved Trip, Power Attack, Stealthy
Skills Acrobatics +10, Climb +20, Escape Artist +2, Intimidate +16, Perception +14, Sense Motive +14, Stealth +17, Swim +15
Languages Common
Environment aquatic
Organization solitary, gang (2-4), or wing (7-12)
Treasure standard
Disease (Su) Bite—injury; save Fort DC 19; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 3 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Harthagoa’s Blessing (Su) Harthagoa affords many protections upon dread lacedons created in his name. It receives its Charisma bonus as an insight bonus to initiative, a deflection bonus to AC, and as a resistance bonus to saves.
Paralysis (Ex) Those hit by a dread lacedons bite or claw attack must succeed on a DC 21 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based and includes a +2 racial bonus.
This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
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