Sunday, January 27, 2019

Ilandeth Silverspear

Ilandeth Silverspear
CR 12 XP: 19,200
Male moon elf ranger 3 (Erastil)/sorcerer 4/Kyonin (Evereskan) tomb guardian 5
CG Medium humanoid (elf)
Init +5; Senses Perception +15
AC 15, touch 15, flat-footed 10 (+5 Dex)
HP 57 (3d8+9d6+12)
Fort +6, Ref +13, Will +10
Defensive Abilities Will +12 against enchantment spells and effects
Speed 40 ft.
Melee +11/+6 melee (1d10+4/19-20, +1 glassteel bastard sword)
Ranged +14/+9 ranged (1d8+4/x3, +1 seeking composite longbow [Str +2]) or +12/+12/+7 ranged (1d8+4/x3, +1 seeking composite longbow [Str +2] with Rapid Shot)
Special Attacks Spells
Spells Known (CL 12nd)
  0th-Caltrops, Detect Magic, Electric Jolt, Flare (DC 15), Light, Message, Read Magic, Silent Portal
  1st-Arrow Mind, Magic Missile, Persistent Blade, Ray of Enfeeblement, Shield
  2nd-Mirror Image, Scorching Ray, See Invisibility, Wraithstrike
  3rd-Dispel Magic, Fly, Lightning Bolt (DC 18)
  4th-Dimension Door, Greater Invisibility
Str 14, Dex 20, Con 12, Int 13, Wis 15, Cha 20
Base Atk +0; CMB +2; CMD 17
Feats Alertness, Endurance, Legendary Tracker, Manyshot, Point-Blank Shot, Practiced Spellcaster, Precise Shot, Rapid Shot
Skills Bluff +5, Climb +3, Craft (alchemy) +10, Craft (bows) +8, Disable Device +5, Escape Artist +6, Handle Animal +6, Heal +3, Intimidate +5, Knowledge (arcana) +1, Knowledge (dungeoneering) +3, Knowledge (gather information) +6, Knowledge (nature) +3, Linguistics +11, Perception +15, Profession (guide) +4, Ride +7, Sense Motive +4, Sleight of Hand +5, Stealth +12, Survival +7, Swim +2
Languages Common, Draconic, Elven
SQ Combat style (archery), devoted pursuit, dodge bonus +2, elf traits, hawk familiar, familiar benefits (+3 to Spot in bright light, Alertness, empathic link, share spells), favored enemy (human +2), silent guardian, swift tracking, wild empathy
Gear Tomb-Guard mail (+1 twilight elven chain of nimbleness), Sure Fire (+1 seeking composite longbow [Str +2]), Emerald Shard (+1 glassteel bastard sword), Ilanden’s cloak (cloak of Charisma +2), Bracer’s of Blinding Strike, Sandals of the Light Step, ring of protection +2, gloves of flame, Quiver of Mielikki
Devoted Pursuit (Ex) While pursuing a robber of an Evereskan tomb, Ilandeth retains his bonuses on Gather Information, Hide, Move Silently, and Survival checks from the sacred duty ability even while outside of Evereska. Ilandeth also retains the bonuses from that ability on attacks and damage rolls, but these apply only to attacks against the tomb robber.
Elven Traits (Ex) Immune to magic sleep effects, able to detect secret or concealed doors, +2 racial bonus on Listen, Search, and Spot checks.
Alertness (Ex) Ivelliol grants its master Alertness if it is within 5 feet.
Empathic Link (Su) Ilandeth can communicate empathically with Ivelliol at up to 1 mile. He has the same connection to an item or a place that Ivelliol does.
Share Spells (Su) Ilandeth may have any spell he casts on himself also affect Ivelliol if the latter is within 5 feet at the time. He may also cast a spell with the target of “You” on Ivelliol.
Sacred Duty (Su) Ilandeth gains a +2 sacred bonus on Gather Information, Hide, Move Silently, and Survival checks made inside the region of Evereska. While inside an Evereskan tomb, Ilandeth gains a +2 sacred bonus on attack rolls and a +5 sacred bonus on damage rolls.
Silent Guardian (Ex) Ilandeth can attune himself to the looks and sounds of his surroundings, which takes 10 minutes of concentration. As long as he remains within 100 feet of the spot where he first attuned himself, he gains a +4 bonus to Hide, Listen, Move Silently, and Spot checks.
Swift Tracking (Ex) Ilandeth no longer takes a -5 penalty on Survival checks for tracking at his normal speed. Also, he only takes a -10 (instead of -20) penalty when moving up to twice his normal speed while tracking.
Sorcerer Spells Known (Ex) (6/8/7/7/5 per day; caster level 12th, chooses spells as 9th; 10% spell failure)
Familiar: Ilandeth’s familiar is a hawk named Ivelliol. The familiar uses the better of its own and Ilandeth’s base save bonuses. The creature’s abilities and characteristics are summarized below:
Familiar Benefits: Ilandeth gains special benefits from having a familiar. This creature grants Ilandeth a +3 bonus on Spot checks in bright light (included in the above statistics).
Ivelliol: Hawk familiar;
CR -; Tiny magical beast (augmented animal);
HD 12;
hp 28;
Init +3; Spd 10 ft., fly 60 ft. (good);
AC 19, touch 15, flat-footed 16;
Base Atk +8; Grp -2; Atk +12 melee (1d4-2, talons);
Full Atk +12/+7 melee (1d4-2, talons);
Space/Reach 2-1/2 ft./0 ft.;
SQ deliver touch spells, improved evasion, low-light vision, share spells;
AL CG;
SV Fort +8, Ref +12, Will +10;
Str 6, Dex 18, Con 10, Int 7, Wis 14, Cha 6.
Skills and Feats: Listen +8, Spot +20; Weapon Finesse.
Deliver Touch Spells (Su): Ivelliol can deliver touch spells for Ilanden (see Familiars, page 52 of the Player’s Handbook).
Improved Evasion (Ex): If Ivelliol is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw and half damage if the saving throw fails.
Sources Used: PHB, MM, DMG, Magic Item Compendium, Player's Guide to Faerûn, Spell Compendium, Champions of Valor.

Kallious Solinnodel

Kallious Solinnodel
CR 12 XP: 19,200
Male Moon elf fighter 6/blade dancer 4/tempest 2
N Medium humanoid (elf)
Init +6; Senses Perception +2
AC 17, touch 17, flat-footed 10 (+6 Dex)
HP 78 (12d10+12)
Fort +14, Ref +13, Will +6
Defensive Abilities Will +8 against enchantment
Speed 30 ft.
Ranged +19/+14 ranged (1d8+4/x3 +1 composite longbow [Str +3])
Special Attacks ambidexterity
Spells Prepared (CL 10th)
  0th-Daze (DC 11), Detect Magic, Light
Str 16, Dex 23, Con 12, Int 12, Wis 14, Cha 14
Base Atk +12; CMB +15; CMD 31
Feats Combat Expertise, Dodge, Improved Two-Weapon Fighting, Magical Aptitude, Mobility, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Slimblade)
Skills Acrobatics +10, Climb +8, Craft (armor) +3, Craft (weapons) +3, Handle Animal +5, Intimidate +7, Ride +8, Sleight of Hand +8, Stealth +15, Swim +6
Languages Common , Dwarven, Elven, Orc
SQ blade dance +2, blade finesse, elven traits, uncanny dodge
Gear +1 keen slimblade, +3 mithril chain shirt, ring of protection+1, vest of resistance+1, cloak of elven kind, boots of elven kind, standard adventuring gear, masterwork silver dagger, +1 composite greatbow [Str +3] with 20 arrows, gloves of Dexterity +2, spell component pouch, 693 gp.
Other Gear Spellbook: Spells prepared
Ambidexterity (Ex) Kallious's attack penalties for fighting with two weapons is lessened to -1 (if his offhand weapon is a light weapon).
Blade Dance (Ex) Kallious weaves his blades in such fashion as to make physical melee attacks difficult to penetrate, granting him a +2 bonus to his armor class. This ability offers no protection from missile weapons or spells.
Blade Finesse (Ex) Kallious gains the ability to fight with any blade as if he had the feat Weapon Finesse for the weapon. This ability extends to blades that normally would be restricted from the Weapon Finesse feat.
Elven Traits (Ex) Kallious is immune to sleep spells and effects, +2 on saves against enchantment spells and effects, +2 bonus on Listen, Search, and Spot checks, can detect secret or concealed doors.
Uncanny Dodge (Ex) Kallious retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Kallious is a stoic elf, priding himself on his battle prowess and knowledge of war. Trained in the arts of dual-wielding weapons, he's considered a paragon by his peers. His stern demeanor is often softened by his mate, a bladesinger named Larissa Steeleaf. Together, the two of them often go out into the more dangerous parts of the forest on patrol or for a secluded interlude.

Demon, Paigoel

Demon, Paigoel
CR 13 XP: 25,600
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +1; Senses all-around vision, darkvision 60 ft., true seeing, telepathy 100 ft.; Perception +16
AC 22, touch 10, flat-footed 21 (-1 size, +12 natural, +1 Dex)
HP 114 (12d10+48)
Fort +11, Ref +9, Will +9
Defensive Abilities whirling blades; DR 10/good; Immune electricity, poison; SR 23; Resist acid 10, cold 10, fire 10
Speed 40 ft.
Melee 10 weapons +16 melee (2d6+5 or by weapon)
Space 10 ft., Reach 10 ft.
Special Attacks Hail of darts, potent charge
During Combat Paigoels used to be adventurers, so they know many of the classic dungeoneering tricks and how to counter them. They don’t let on that they can see invisible creatures, for instance, allowing sneaky characters to get close before lashing out. Some paigoels even pick the pockets of enemy rogues to prove that they’ve still got it. When combat gets down and dirty, paigoels use their hail of darts in corridors where possible and then close to let their ten arms finish the opposition.
A paigoel can wield a different weapon in each of its ten hands. For the sake of ease, average damage is provided above. GMs who want more precision should detail the weaponry carried and determine damage by weapon. A paigoel’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Str 21, Dex 13, Con 16, Int 14, Wis 12, Cha 11
Base Atk +12; CMB +18; CMD 29
Feats Cleave, Great Cleave, Improved Bull Rush, Improved Grapple, Improved Sunder, Power Attack
Skills Acrobatics +20, Appraise +17, Bluff +15, Climb +26, Diplomacy +0, Intimidate +17, Knowledge (dungeoneering) +17, Perception +16, Sense Motive +16, Sleight of Hand +18, Survival +1
  Racial Modifiers +4 to Climb
Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.
Environment The Abyss
Organization solitary, pair or patrol (4-6)
Treasure double standard
 Hail of Darts (Su) TAs a standard action, a paigoel can project a hail of darts from its outstretched palms in a line 30 feet long and 5 feet wide. Those caught in the hail take 10d6 points of damage (Reflex DC 19 half). The save DC is Constitution-based.
Multiweapon Mastery (Ex) A paigoel never takes penalties to its attack roll when fighting with multiple weapons.
Potent Charge (Ex) A paigoel can take advantage of its many arms for extra attacks when charging. If a paigoel executes a successful charge, it can make up to three attacks that round instead of the usual one.
Whirling Blades (Ex) The paigoel can use its multiple arms to defend and attack. As a full-round action it can choose to grant itself a +5 deflection bonus to AC but then can only make 5 melee attacks in that round. This bonus to AC lasts until the paigoel’s next turn.
All-Around Vision (Ex) A paigoel can see in every direction, providing a +4 racial bonus on Peception checks. A paigoel can’t be flanked.
True Seeing (Su) A paigoel has a permanent true seeing ability as the spell (caster level 12th).
This creature’s ebony skin stretches over the impressive muscles beneath. It appears as a mass of five creatures fused back-to-back and is now a single monstrosity with ten eyes, ten arms, and ten legs.
The personal layer of Anarazel, the Guardian of a Thousand Terrors, is known as the Caves of Chaos. Within endless miles of corridors and galleries, Anarazel has secreted treasures beyond mortal comprehension and set deadly traps and monstrous creatures to guard them. Among his favorite guardians are the fierce fiends known as paigoels.
Paigoels are near and dear to Anarazel’s avaricious heart because they are made from the souls of his most dedicated worshipers. Those who give praise to the Guardian of a Thousand Terrors know that if they die seeking treasure in the deep dark of a dungeon, they’ll be given a new demonic shape when their souls arrive in the Caves of Chaos. What very few know, however, is that when an entire adventuring party is wiped out in some tomb of horror, the souls of the slain are fused together to create a paigoel.
With eyes facing in every direction, Paigoels cannot be surprised. Anarazel uses paigoels to guard precious artifacts in the Caves of Chaos, and he sometimes sends them to haunt the deepest levels of famous dungeons in the Material Plane.
Source; The Book of Fiends

Eurynomus, the Corpse Eater

Eurynomus, the Corpse Eater
CR 13 XP: 25,600
CE Huge ooze (chaotic, demon, evil, extraplanar)
Init +0; Senses darkvision 60 ft.; Perception +21
AC 24, touch 8, flat-footed 24 (-2 size, +16 natural)
HP 136 (16d10+48)
Fort +13, Ref +10, Will +12
DR 10/good; Immune electricity and poison; SR 24; Resist acid 10, cold 10, and fire 10
Speed 40 ft.
Melee 2 claws +21 (2d6+7), tail slap +16 (2d6+7)
Space 15 ft., Reach 15 ft.
Special Attacks Breath weapon, greater bull rush, spell-like abilities, toothy maw 3d6+3
Spell-Like Abilities (CL 16th) At will—greater teleport (self plus 50 pounds of objects only); 1/day—desecrate, plane shift (DC 18). The save DC is Charisma-based.
During Combat Eurynomus loves to muscle his enemies around, so he usually charges at the first good opportunity and uses his greater bull rush ability to fling back and hopefully knock down the toughest-looking opponent. Then it’s time for the toothy maw to do its work. When faced with a multitude of foes, Eurynomus starts with his breath weapon to even the odds. Eurynomus’s natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Str 24, Dex 10, Con 17, Int 14, Wis 15, Cha 13
Base Atk +16; CMB +25; CMD 35
Feats Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Power Attack
Skills Acrobatics +19, Climb +26, Diplomacy +3, Intimidate +20, Knowledge (planes) +21, Perception +21, Sense Motive +21, Survival +2, Swim +26
Languages Eurynomus speaks Abyssal, Common, Draconic, Dwarven, and Elven; telepathy 100 ft.
Environment The Abyss
Organization Unique or with ghoul pack (1–4 ghasts, 2–12 ghouls)
Treasure standard
Breath Weapon (Su) Once every 1d4 rounds, Eurynomus can spew forth a cloud of foul corrosive gas from the depths of his bowels. 40-foot cone, damage 10d6 acid, Reflex DC 21 half. The save DC is Constitution-based.
Greater Bull Rush (Ex) Eurynomus receives a +8 bonus on Strength checks when making bull rush attacks. Such is the force of his impact that if his Strength check result exceeds that of his opponent by more than 5, the opponent is knocked prone in addition to being pushed back.
Toothy Maw (Ex) The vile maw in Eurynomus’ distended stomach chomps at nearby opponents in combat. If Eurynomus hits a single opponent with both his claw attacks, he can make one additional bite attack against that opponent with a +17 attack bonus that deals 3d6+3 damage.
With cloven hooves, a barbed tail, tall twisted horns, and wicked claws, this great fiend is an imposing sight. Where its belly would be, a second face licks its lips, its maw looking like it could swallow a person whole.
Eurynomus is a primal demon lord who owes allegiance to no power or prince. He and his followers rule no territory and fight for no cause. On a plane obsessed with souls, Eurynomus’s taste runs to something else: flesh.
Known as the Corpse Eater, Eurynomus has a voracious appetite for flesh of all sorts. Nothing gives him more pleasure than sucking the meat off the bones of a freshly killed victim, a passion he shares with the ghouls that follow him. He is such a glutton, so the story goes, that he grew a second mouth in his belly so he could eat faster. Whatever the truth of its origin, his horrific lower maw is legendary. It never speaks, moving only to eat or to lick its lips in anticipation of its next feeding.
The Corpse Eater does what he must to feed his addiction. He sometimes hires himself out to demon princes, though in truth he isn’t a very reliable mercenary. He often visits the Material Plane to feed, and he especially enjoys traveling to worlds at war. Blasted battle-scapes, filled with the wounded and the dying, are places of beauty to Eurynomus.
Men crying out for their mothers before the oblivion of death are like invitations to dinner for the Corpse Eater and his followers.
In some lands graced by visits from Eurynomus, funerary customs changed quickly. Several churches have taken to cremating corpses instead of burying them, to better protect the honored dead from desecration.
Source: The Book of Fiends