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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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