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Exemplars of Evil

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USING FARROR<br />

As Emmara’s spy, Farror scouts out her targets and keeps<br />

watch over the Soth Tarnel, warning her <strong>of</strong> approaching<br />

vessels and adventurers. The PCs could encounter him<br />

almost anywhere.<br />

In combat, Farror relies on his aerial mobility and his<br />

ranged attacks. If he faces serious opposition or is badly<br />

wounded, he teleports out <strong>of</strong> danger to warn Emmara. If<br />

she has already been killed, the erinyes instead teleports far<br />

away, never to return.<br />

Farror knows that he is hated by Jebrix, Emmara’s minotaur<br />

battle champion, but he does not care. He views Jebrix<br />

as a blood-crazed beast and pays no attention to his reports<br />

and opinions.<br />

Appearance and Behavior<br />

Farror resembles a handsome and muscular human male,<br />

though his large, white, feathery wings and his glowing red<br />

eyes betray his extraplanar nature. He wields a red bow that<br />

glows with an unnatural light.<br />

The erinyes flaunts his good looks and his apparent angelic<br />

heritage to awe commoners and nobles alike, trusting in his<br />

ring <strong>of</strong> mind shielding to defeat any attempts to determine his<br />

true lineage. Exceptionally vain and superficial, Farror wears<br />

only the finest garments, which are tailored and cut to show<br />

<strong>of</strong>f his impressive physique.<br />

Unlike many devils, Farror does not hold grudges; apart<br />

from the pleasures <strong>of</strong> the flesh, he really does not care about<br />

anything enough to bother. He is loquacious among strangers<br />

but says little <strong>of</strong> worth, using his natural talents to gain as<br />

much information as possible.<br />

Farror maintains rooms at several <strong>of</strong> the city’s best inns,<br />

teleporting between them as needed. When he appears<br />

in public, it is <strong>of</strong>ten in the taprooms <strong>of</strong> these hostelries,<br />

surrounded by a gaggle <strong>of</strong> impressionable (or charmed),<br />

young, beautiful women.<br />

Farror CR 13<br />

hp 176 (18 HD); DR 5/good<br />

Male erinyes scout CAd 8/fi ghter 1<br />

LE Medium outsider (baatezu, evil, extraplanar, lawful)<br />

Init +7; Senses darkvision 60 ft., see in darkness, permanent<br />

true seeing (CL 14th); Listen +24, Spot +24<br />

Languages Celestial, Common, Draconic, Infernal; telepathy<br />

100 ft.<br />

AC 29, touch 16, flat-footed 29; Dodge, Mobility, uncanny<br />

dodge; +2 when skirmishing<br />

(+6 Dex, +5 armor, +8 natural)<br />

Immune fi re, poison, outsider immunities<br />

Resist acid 10, cold 10, evasion; SR 20<br />

Fort +19, Ref +21, Will +15<br />

Weakness outsider vulnerabilities<br />

Speed 40 ft. (8 squares), fly 50 ft. (good); Shot on the Run<br />

Melee mwk longsword +22/+17/+12/+7 (1d8+5/19–20)<br />

Ranged +1 fl aming burst composite longbow +23/+18/+13/+8<br />

(1d8+6 plus 1d6 fi re/×3) or<br />

Ranged +1 fl aming burst composite longbow +23/+23/+18/+13/+8<br />

(1d8+6 plus 1d6 fi re/×3) with Rapid Shot or<br />

Ranged +1 fl aming burst composite longbow +15 (1d8+6 plus<br />

1d6 fi re/×3) with Manyshot<br />

Base Atk +16; Grp +21<br />

Atk Options skirmish +2d6, Point Blank Shot, Precise Shot<br />

Special Actions entangle, summon baatezu<br />

Combat Gear elemental gem (air), 2 potions <strong>of</strong> cure serious<br />

wounds<br />

Spell-Like Abilities (CL 12th):<br />

At will—greater teleport (self plus 50 pounds <strong>of</strong> objects<br />

only), charm monster (DC 19), minor image (DC 17),<br />

unholy blight (DC 19)<br />

Abilities Str 21, Dex 23, Con 21, Int 14, Wis 18, Cha 20<br />

SQ battle fortitude, camouflage (use Hide in terrain that<br />

does not grant cover or concealment), fast movement,<br />

flawless stride, outsider traits, trapfi nding, trackless step<br />

Feats Dodge B , <strong>Evil</strong> Brand (see page 24), Hellsworn (see page<br />

24), Improved Rapid Shot, Manyshot, Mobility B , Point<br />

Blank Shot, Precise Shot, Rapid Shot, Shot on the Run,<br />

Weapon Focus (longbow)<br />

Skills Balance +16, Concentration +17, Diplomacy +7, Escape<br />

Artist +26, Hide +25, Intimidate +9, Jump +12, Knowledge<br />

(religion) +14, Knowledge (the planes) +14, Listen +24,<br />

Move Silently +26, Search +21, Sense Motive +22, Spot<br />

+24, Survival +4 (+6 on other planes or following tracks),<br />

Tumble +19, Use Rope +9<br />

Possessions combat gear plus +1 mithral shirt, +1 fl aming<br />

burst composite longbow (+5 Str bonus) with 60 arrows,<br />

masterwork longsword, cloak <strong>of</strong> resistance +3, ring <strong>of</strong> mind<br />

shielding, quiver <strong>of</strong> Ehlonna, 50 gp<br />

Entangle (Ex) Farror carries 50 feet <strong>of</strong> stout rope that entangles<br />

opponents <strong>of</strong> any size, as an animate rope spell (CL 16th).<br />

He can hurl the rope 30 feet with no range penalty.<br />

Hellsworn (Hell’s Fury) Once per round as a free action,<br />

Farror can designate a single target that he can see. All<br />

his ranged attacks with his longbow against that target<br />

deal an extra 1d6 points <strong>of</strong> unholy damage.<br />

Summon Baatezu (Sp) Once per day, Farror can attempt to<br />

summon 2d10 lemures or 1d4<br />

bearded devils with a 50%<br />

chance <strong>of</strong> success. This<br />

ability is the equivalent<br />

<strong>of</strong> a 3rd-level<br />

spell.<br />

Farror<br />

Illus. by J. Chan<br />

CHAPTER 6<br />

EMMARA<br />

ISHANDRENN<br />

99

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