merry christmas contest - Mega Miniatures
merry christmas contest - Mega Miniatures
merry christmas contest - Mega Miniatures
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Baalrukh (Greater Demon)<br />
A Baalrukh is a Greater Demon with an affinity for fire and<br />
fire-based magic. There are believed to be only six of<br />
them, and their names a closely guarded secret. Baalrukh<br />
consider themselves demonic nobility and rivalry between<br />
them is great. Baalruhks have muscular humanoid bodies<br />
with massive goat-like legs and horned heads. A pair of<br />
bat-like wings grows from their back. In addition, they<br />
have long, barbed tails.<br />
Baalrukh CR 15; Huge Outsider (Chaotic,Evil); HD<br />
18d8+216 (Outsider) ; hp 297; Init + 8; Spd 60, Fly,<br />
Good 30; AC 19; Atk + 28 base melee, + 20 base ranged;<br />
+28/+23 ( 1d8+12, 2 Claws; 2d6+6, Bite ); +28/+23 (<br />
1d8+12, 2 Claws; 1d6+6, 2 Hooves ); +28/+23 (<br />
1d8+12, 2 Claws; 1d6+6, Tail slam ); +21 ( 1d6+1+1d6,<br />
+1 Whip Mighty +4 ); SA: Spells, Breath weapon (Su);<br />
SQ: Damage reduction (Su), Immunity: Mind-affecting<br />
attacks (Ex); Racial Features: Subject to Instability, Cause<br />
Terror; AL CE; SV Fort + 23, Ref + 15, Will + 15; STR 35,<br />
DEX 19, CON 35, INT 18, WIS 18, CHA 11.<br />
Possessions:<br />
Weapons: +1 Whip Mighty +4: Flaming (Flame Whip).<br />
Skills:<br />
Bluff + 21, Concentration + 33, Diplomacy + 21, Gather<br />
Information + 21, Innuendo + 25, Intimidate + 22,<br />
Knowledge (arcana) + 25, Knowledge (religion) + 25,<br />
Listen + 7, Sense Motive + 25, Spellcraft + 25, Spot + 6.<br />
Feats:<br />
Exotic Weapon Proficiency: Whip Mighty +4, Expertise,<br />
Improved Disarm, Improved Initiative, Improved Trip.<br />
Spells Known (SA Spells: Sor 6/6): .<br />
Breath Weapon (Su)<br />
Instead of using another of his attack forms, the Baarukh<br />
can use his fiery breath when not engaged on combat.<br />
The Baalrukh breaths a cone of fire, 30 yards long,<br />
dealing 2d7+7 points of fire damage against any creature<br />
caught within the area. A creature may attempt a Refsave<br />
(DC 28) for half damage. The Baalrukh can use his<br />
breath weapon once per round as a standard action.<br />
Cause Terror (Ex)<br />
Baalrukhs inspire Terror within sight. A creature of lower<br />
HD or levels must make a Will-save (DC 25). If failed, the<br />
creature suffers from the effects of terror. If struck by<br />
terror, the character suffers a -2 morale penalty to attack<br />
rolls, saves and checks and flees from the source of their<br />
fear as quickly as he can. In addition he has a 50%<br />
chance to drop what he is holding. If prevented from<br />
fleeing, the character cowers. In addition they<br />
automatically loose 1 insanity point.<br />
Damage Reduction (Su)<br />
Baalrukhs have DR -/+1<br />
Immunities (Ex)<br />
Baalrukhs are immune to<br />
all mind-affecting effects<br />
and attacks (patterns,<br />
figments, compulsions,<br />
etc.) and fear and terror<br />
effects.<br />
Spells<br />
Baalruks cast spells as 12 th level Sorcerers, although they<br />
are limited to fire-based spells.<br />
Unbreakable (Ex)<br />
Baalrukhs cannot be forced to leave combat, not by<br />
mundane means, nor by magic. It is their very own<br />
decision, if they turn their backs.<br />
Blood-Letter of Khorne (Lesser Demon)<br />
Blood-Letter CR 10;Medium Outsider (Chaotic,Evil); HD<br />
10d8+20 (Outsider); hp 65; Init +2; Spd 40; AC 15; Atk<br />
+15 base melee, +12 base ranged; +15/+10 (2d4+5,<br />
Bite; 1d6+2, Claws); +7/+1 (1d6+7, +2 Sword, short;<br />
1d3+2, Unarmed); SA: Poison (Ex), Spit (Ex); SQ:<br />
Immunity: Mind-affecting attacks (Ex), Damage reduction<br />
(Su), Immunity: Spell (Ex), Regeneration (Ex); AL CE; SV<br />
Fort +9, Ref +9, Will +11; STR 20, DEX 15, CON 15, INT<br />
18, WIS 18, CHA 9.<br />
Possessions:<br />
Weapons: +2 Sword, short: Bane; Sword, short<br />
(Hellblade).<br />
Skills:<br />
Bluff+12, Gather Information+12, Innuendo+17,<br />
Intimidate+15, Knowledge (religion)+17, Listen+17,<br />
Sense Motive+17, Spellcraft+17, Spot+17.<br />
Feats:<br />
Dodge, Expertise, Mobility.<br />
Cause Fear (Ex)<br />
Blood-Letters inspire Fear within sight. A creature of lower<br />
HD or levels must make a Will-save (DC 19). If failed, the<br />
creature suffers from the effects of fear. If struck by fear,<br />
the character suffers a -2 morale penalty to attack rolls,<br />
saves and checks and flees from the source of their fear<br />
as quickly as he can. In addition he has a 50% chance to<br />
drop what he is holding. If prevented from fleeing, the<br />
character cowers.<br />
Damage Reduction (Su)<br />
Blood-Letters have DR -/+1<br />
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