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Mythic Vistas: SpirosBlaak - Property Is Theft!

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52<br />

Full Aack: Demon claw +22/+17/+12 melee (1d10+7 and contagion);<br />

or +3 unholy flaming burst longsword +24/+19/+14 melee (1d8+9/17-<br />

20/x3 plus 2d10 fire on a critical)<br />

Space/Reach: 5 ./ 5 .<br />

Special Aacks: Aura of cold, aura of fear, contagion, fearful presence,<br />

harmful touch, smite good, special mount, wrathful death<br />

Special Qualities: Aura of death, aura of evil, damage reduction<br />

10/good, darkvision 60 ., detect good, divine grace, divine health,<br />

immune to cold, electricity, fear effects, polymorph, and mindaffecting<br />

effects, rebuke undead, spell resistance 22, turn undead<br />

+4, undead healing, undead traits<br />

Saves: Fort +16, Ref +15, Will +16<br />

Abilities: Str 23, Dex 17, Con –, Int 14, Wis 18, Cha 20<br />

Skills: Concentration +15, Diplomacy +12, Handle Animal +11,<br />

Heal +8, Hide +9 (+14), Intimidate +11, Knowledge (religion) +7,<br />

Knowledge (monsters) +9, Knowledge (war strategy) +12, Listen<br />

+8, Move Silently +8, Ride +18, Spot +8<br />

Feats: Combat Reflexes, Great Fortitude B , Improved Initiative,<br />

Improved Critical (longsword), Iron Will B , Lightning Reflexes B ,<br />

Mounted Combat, Pious Link, Ride-By-Aack, Sprinter<br />

Environment: Any land<br />

Organization: Solitary (unique)<br />

Challenge Rating: 18<br />

Treasure: Standard<br />

Alignment: Lawful evil<br />

Advancement: By character class<br />

Level Adjustment:+3<br />

This necrozen is based on a 15th-level human paladin with the<br />

following ability scores: Str 17, Dex 15, Con 14, Int 14, Wis 18, Cha 16.<br />

Languages: Common, Old Rilgoth, Orc<br />

Combat<br />

Aura of Cold (Su): All living creatures adjacent to Mazstirod must<br />

succeed on a DC 22 Fortitude save each round or the aura deals 1d4<br />

points of cold damage. The aura deals 2d4 points of cold damage to<br />

plants and plant creatures with no saving throw allowed. The save<br />

DC is Charisma-based.<br />

Aura of Fear (Su): All enemies within 10 feet must succeed on a<br />

DC 22 Will save or take a –4 penalty to all saving throws made while<br />

in the area.<br />

Contagion (Sp): Mazstirod can cause contagion as the spell, four<br />

times per week. Use of this ability requires a DC 12 Concentration<br />

check.<br />

Fearful Presence (Su): All living creatures within 100 feet of<br />

Mazstirod must succeed on a DC 22 Will save or become panicked<br />

for 15 rounds. The save DC is Charisma based.<br />

Harmful Touch (Su): As a standard action, Mazstirod may make a<br />

touch aack to deal any amount of damage, up to 75 per points. Using<br />

harmful touch doesn’t provoke an aack of opportunity. Mazstirod<br />

decides how many of his daily allotment of points to use as damage<br />

aer successfully touching an opponent. Alternatively, he can use<br />

this ability to heal damage done to negative energy creatures such as<br />

undead. Use of this ability requires a DC 10 Concentration check.<br />

Smite Good (Su): Four times per day, Mazstirod may make<br />

a special aack, adding a +5 bonus to his aack roll against any<br />

good-aligned opponent and dealing +15 points of damage on a<br />

successful hit.<br />

Wrathful Death (Su): If Mazstirod is destroyed, all corpses within<br />

100 feet are instantly animated as zombies or skeletons, with the<br />

benefit of an embolden undead (see below) for the first 2d4 rounds.<br />

These animated dead remain until destroyed. All living creatures<br />

within the same area take 6d10 points of cold damage. A DC 22<br />

Fortitude save halves this damage.<br />

Chapter Six: Monsters of the Archduchy<br />

Aura of Death (Su): As a standard action, Mazstirod can animate<br />

any corpse within 30 feet as a skeleton or zombie. He can control 60<br />

HD of these animated dead.<br />

Embolden Undead (Su): Mazstirod can embolden up to 30 HD of<br />

undead at any given time.<br />

Rebuke Undead (Su): He can rebuke undead up to eight times<br />

per day as a 12th-level cleric.<br />

Undead Healing (Su): Mazstirod can drain up to 8 HD from<br />

targeted undead with a 30-foot radius. The undead can resist with a<br />

DC 22 Will save. Each Hit Die drained repairs 1d4 points of damage.<br />

Paladin Spells Prepared (3/2/2/2; save DC 14 + spell level;<br />

Concentration check DC 10 + spell level): 1st — bless weapon, command,<br />

protection from good; 2nd — ghoul touch, resist energy; 3rd — blindness/<br />

deafness, dispel magic; 4th — dispel good, freedom of movement.<br />

Possessions: demon armor, Dreadsun (unholy flaming burst longsword<br />

+3), cloak of the bat.<br />

Paladin’s Mount (Heavy Warhorse): CR 7; Magical beast; HD<br />

12d8+36; hp 102; Init +1; Spd 60 . (12 squares); AC 24, touch 10,<br />

flat-footed 23; Atk +14 melee (1d8+6, hoof); Full Atk +14/+14 melee<br />

(1d8+6, 2 hooves) and +9 melee (1d6+3, bite); Space/Reach 10 ./5 .;<br />

SA command, share spells; SQ empathic link, improved evasion, lowlight<br />

vision, scent, share saving throws, spell resistance 20; AL LE; SV<br />

Fort +12, Ref +9, Will +6; Str 22, Dex 13, Con 17, Int 9, Wis 13, Cha 6<br />

Skills & Feats: Balance +5, Jump +12, Listen +5, Move Silently +5,<br />

Spot +4; Endurance, Improved Natural Aack (bite), Improved<br />

Natural Aack (hooves), Multiaack, Run.<br />

Command (Sp): Seven times per day the mount can use this ability<br />

to command any normal horse, pony, donkey, or mule if it has fewer<br />

Hit Dice than the mount. This ability functions like the command<br />

spell, but the mount must make a DC 21 Concentration check to<br />

succeed if it’s being ridden at the time. If the check fails, the ability<br />

does not work that time, but it still counts against the mount’s daily<br />

uses. Each target may aempt a DC 22 Will save to negate the effect.<br />

Creating a Necrozen<br />

“Necrozen” is a template that can be added to any giant, humanoid,<br />

or monstrous humanoid with an Intelligence score of 10 or more<br />

(referred to hereaer as the base creature). It uses all the base<br />

creature’s statistics and special abilities except as noted here.<br />

Size and Type: The creature’s type changes to undead. Size is<br />

unchanged. Do not recalculate base aack bonus or saves.

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