Wednesday, February 20, 2019

Magus of the Library

Akhilesh, Magus of the Library
CR 14                                                                                                               XP: 38,400
Female human mage (evoker) 15
N Medium humanoid (human)
Init +2; Senses Perception +15
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 97 (15d6+45)
Fort +10, Ref +11, Will +13
Speed 30 ft.
Melee mwk darkwood staff +9/+4 (1d6 +1)
Special Attacks (CL 15th) 8/day — force missile (1d4+7), 15 rounds/day — elemental wall (fire)
Spells Prepared (CL 15th)
  8th-Clenched Fist, Maximized Empowered Fireball (DC 25)
  7th-Delayed Blast Fireball (DC 24), Greater Teleport, Quickened Fireball (DC 24)
  6th-Chain Lightning (DC 23), Disintegrate (DC 21), Globe of Invulnerability, Maximized Fireball (DC 23)
  5th-Cone of Cold (DC 22), Elemental Body II, Interposing Hand, Quickened Magic Missile (x2), Wall of Force
  4th-Dimension Door, Enervation (DC19), Fire Shield, Heightened Fireball (DC 21), Stone Skin, Wall of Fire
  3rd-Fireball (DC 20), Fly (x2), Protection from Energy (x2), Sleet Storm
  2nd-Cats Grace, Acid Arrow, Scorching Ray (x3), See Invisibility
  1st-Burning Hands, Mage Armor, Magic Missile (x3), Protection Form Good, Shield
  0th-Detect Magic, Flare, Mage Hand, Message
During Combat Arcane School Evocation (opposition schools: enchantment and illusion)
Arcane Bond (greater ring of energy resistance, fire)
Str 12, Dex 14, Con 17, Int 20, Wis 10, Cha 14
Base Atk +7; CMB +8; CMD 20
Feats Acrobatic, Combat Casting, Empower Spell, Greater Spell Focus (evocation), Greater Spell Penetration, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Quicken Spell, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Widen Spell
Skills Acrobatics +19, Fly +22, Knowledge (arcana, dungeoneering, religion) +23, Linguistics +23, Perception +15, Spellcraft +23
Languages Draconic, Celestial, Common, Elven, Ignan, Infernal
SQ intense spells (+7 damage evocation spells), permanent arcane sight
Gear masterwork darkwood staff, bracelet of friends (5 charms left), wand of scorching ray (CL10, 13 charges), ring of energy resistance (fi re, greater), ring of evasion, cloak of resistance +2, necklace of adaptation Non-combat Gear unholy symbol of Hecate, ruby encrusted bracers (3,000 gp)
Description
Akhilesh is one of the most powerful and terrifying of the Brood. Her impetuous and unpredictable nature prevents her from moving up in status, however, a fact that fills her with constant rage. Her passion for flame and Hecate are fanatical to the extreme. Akhilesh wears scant mithral chainmail, which is so negligible that it offers no protection or hindrance. The armor glows a brilliant red with heat when Akhilesh immerses herself in flames.

Voice of Resurgence

Voice of Resurgence
CR 15                                                                                                             XP: 51,200
CG Colossal outsider (extraplanar, good, chaotic)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +22
Aura protective aura
AC 25, touch 6, flat-footed 22 (-8 size, +1 dodge, +19 natural, +2 Dex)
HP 225 (18d10+126)
Fort +13, Ref +8, Will +7
Defensive Abilities Will +11 vs. poison; DR 10/evil and silver; Immune electricity, petrification; SR 26; Resist cold 10, sonic 10
Speed 40 ft.
Melee gore +24 (4d6+14 plus push), 2 hoofs +19 (2d8+7)
Space 30 ft., Reach 20 ft.
Special Attacks Attacks lay on hands (10/day, 9d6), push (gore, 10 ft.), and trample (2d 8+21, DC 33)
Spell-Like Abilities (CL 18th; concentration +19) At will—detect evil 7/day—cure light wounds
Str 39, Dex 14, Con 25, Int 10, Wis 13, Cha 12
Base Atk +18; CMB +40; CMD 53
Feats Dodge, Endurance, Greater Bull Rush, Improved Bull Rush, Improved Critical (Gore), Mobility, Power Attack, Run, Weapon Focus (Gore)
Skills Acrobatics +11, Handle Animal +13, Intimidate +19, Knowledge (nature) +12, Perception +22, Sense Motive +13, Stealth +7, Survival +13, Swim +26
  Racial Modifiers +8 Stealth in forested areas
SQ bugle, cascade of spears
Beast Speech (Su) The Voice can speak with any animal as though using the speak with animals spell (caster level equal to the Voice's Hit Dice), but this is a free action and does not require sound. This ability is always active.
Bugle (Ex) The Voice can make a loud, strange call that can be heard for miles. All who worship Erastil immediately recognize the sound and know the direction and general distance of the source of the sound.
Heroes' Feast (Sp) This ability functions like the heroes' feast spell, except the Voice lies down and dies to begin the "casting" before an evening meal. His vines and horns transform into a simple table and chairs, and his flesh and blood becomes the magical feast, feeding up to 18 creatures. At the next sunrise, the Voice's remains knit themselves back together and he returns to life. The Voice can only use this ability once per month.
Lay on Hands (Su) The Voice can use lay on hands as an 18th-level paladin.
Cascade of Spears (Su) Once per day, the Voice can shed fragments of its antlers, creating up to 18 +1 short spears, +1 spears, or +1 longspears in any combination (alternatively, the Voice can create 5 +1 arrows or +1 crossbow bolts instead of a spear, up to 90 arrows or bolts total). These weapons retain their magic for 18 minutes, after which they become common weapons made of antler.
Protective Aura (Ex) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Voice of Resurgence. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals the Voice's Hit Dice). (The defensive benefits from the protective aura are not included in the Voice's stat block.)

Huge Iron Golem "Hydra"

Huge Iron Golem "Hydra"
CR 14                                                                                                               XP: 38,400
N Huge construct
Init -2; Senses darkvision 60 ft., low-light vision; Perception +0
AC 29, touch 6, flat-footed 29 (-2 Dex, +23 natural, -2 size)
HP 166 (18d12+30); fast healing 10 (while in contact with the wall of fire)
Fort +6, Ref +3, Will +6
DR 15/adamantine; Immune construct traits, magic
Speed 20 ft.
Melee 5 bites +31 (2d8+15)
Space 15 ft., Reach 15 ft.
Special Attacks breath weapon, severing bite
Str 40, Dex 7, Con -, Int -, Wis 11, Cha 1
Base Atk +18; CMB +35; CMD 43
Environment  any
Organization solitary or gang (2-4)
Treasure none
Breath Weapon (Su) As a free action once every 1d4+1 rounds, an iron golem can exhale a 10-foot cube of poisonous gas. This gas cloud persists for 1 round; any creature within the area when the golem creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud’s poisonous effects. This poison is magically created each time the golem uses this power. Breath weapon—inhaled; save Fort 19; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves. The save DC is Constitution-based.
Immunity to Magic (Ex) AAn iron golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below. • A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw. • A magical attack that deals fi re damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An iron golem gets no saving throw against fi re effects. • An iron golem is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.
Severing Bite (Ex) The iron hydra’s bite is capable of slicing through metal and cutting through bone. Against objects, an iron hydra’s bite ignores hardness. An iron hydra threatens a critical hit on a 19–20 with its bite attacks. Upon a natural 20 (followed by a successful roll to confi rm the critical hit), the bite severs an opponent’s head (if it has one) from its body.
This iron automaton stands twice as tall as a normal human. Its heavy footfalls shake the ground with bone-jarring force.
An iron golem has a humanoid body made from iron. It can be sculpted into any shape its creator desires, but it almost always displays armor of some sort, from simple and utilitarian to ceremonial and ornate. Its features are much smoother than those of a stone golem.  Iron golems sometimes carry a weapon in one hand, though they rarely use these, relying instead on their slam attacks.  An iron golem is 12 feet tall and weighs about 5,000 pounds. An iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor.  Although the practice has fallen out of favor in modern times, the ancients of certain powerful civilizations once took great pride in crafting iron golems of tremendous size and strength. These golems, which are never smaller than Huge, still exist in remote parts of the world, mindlessly following the orders of a long-dead empire.  Construction An iron golem's body is sculpted from 5,000 pounds of iron, smelted with rare tinctures costing at least 10,000 gp.  Iron Golem CL 16th; Price 150,000 gp Construction Requirements Craft Construct, cloudkill, geas/quest, limited wish, polymorph any object, creator must be caster level 16th; Skill Craft (armor) or Craft (weapons) DC 21; Cost 80,000 gp

Serra Ascendant

Thiana, Half-Elf Monk, Serra Ascendant
CR 8                                                                                                                   XP: 4,800
Female half-elf monk 9
LN Medium humanoid (elf, human)
Init +8; Senses low-light vision; Perception +15
AC 26, touch 22, flat-footed 21 (+6 dodge, +1 deflection, +4 armor, +4 Dex)
HP 49 (9d8+9)
Fort +8, Ref +11, Will +12
Defensive Abilities improved evasion; Will +16 vs. enchantment); Immune disease
Speed 30 ft.
Melee +2 darkwood quarterstaff +11/+6 (1d6+5) or +8/+3 unarmed (1d10+3) or fl urry of blows +2 darkwood quarterstaff +12/+12+/+7/+7 (1d6+5) or unarmed +9/+9+/+4/+4 (1d10+3)
Special Attacks fl urry of blows, stunning fi st
Str 16, Dex 18, Con 12, Int 10, Wis 16, Cha 16
Base Atk +6; CMB +9; CMD 30
Feats Dodge, Fleet, Greater Grapple, Improved Initiative, Iron Will, Mobility, Skill Focus (acrobatics), Weapon Focus (staff)
Skills Acrobatics +19, Escape Artist +17, Perception +15, Sense Motive +13, Stealth +17, Swim +16
Languages Common, Elven
SQ fast movement, high jump, ki pool (7 points), maneuver training, purity of body, slow fall (40ft.), still mind, wholeness of body
Gear +2 darkwood quarterstaff, bracers of armor +4, cloak of resistance +1, ring of jumping, ring of protection +1
Often mistaken for a wood elf, Thiana has sharp features and stands just over 5 feet tall. Her onceluxurious auburn hair lies in tangled clumps matted with filth. Her tanned skin is white and transparent due to the aboleth’s slime affl iction. Thiana hails from The Hanging Gardens of Iseleine. She has been tortured and has seen horrors beyond imagining. Her once-peaceful heart and chaste demeanor are now irreversibly changed. The aboleths take turns dominating the poor monk, giving her no chance of breaking free. If freed, she vows to aid her rescuers for life, whenever they need her. Thiana tumbles through opponents to attack spellcasters fi rst as directed by the aboleth.