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Herald Stats

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Jul 9th, 2014
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  1. HERALD OF THE IVORY LABYRINTH CR 22/MR 8
  2.  
  3. XP 615,000
  4.  
  5. CE Large outsider (chaotic, demon, evil, mythic)
  6.  
  7. Init +19/-1M, dual initiative; Senses darkvision 60 ft., low-light vision; Perception +35
  8.  
  9. Aura corrupted aura (20 ft.)
  10.  
  11. DEFENSE
  12.  
  13. AC 45, touch 16, flat-footed 38 (+14 armor, +7 Dex, +15 natural, –1 size)
  14.  
  15. hp 482 (23d10+356); regeneration 30 (good effects or weapons)
  16.  
  17. Fort +23, Ref +16, Will +22
  18.  
  19. Defensive Abilities infested, repulsion field ;DR 15/cold iron, epic and good;
  20.  
  21. Immune bleed, electricity, fear, maze, poison; Resist acid 10, cold 10, fire 10; SR 33;
  22.  
  23. Weaknesses heartless
  24.  
  25. OFFENSE
  26.  
  27. Speed 50 ft., fly 150 ft. (good)
  28.  
  29. Melee medium +5 unholy glaive +38/+38/+38/+38 (1d10+26/19-20/x4), medium +5
  30.  
  31. unholy glaive +38/+38/+38 (1d10+26/19-20/x4) or slam +33 (2d8+16)
  32.  
  33. Space 10 ft.; Reach 10 ft.
  34.  
  35. Special Attacks fleet warrior, glaive mastery, maximized critical, maze gaze, mythic
  36.  
  37. power (8/day, surge +1d10), precision (x3), smite iomedaean
  38.  
  39. Spell-Like Abilities (CL 22nd; concentration +31)
  40.  
  41. Constant—true seeing
  42.  
  43. At will—detect good, greater dispel magic, fear (DC 23), greater teleport, lesser
  44.  
  45. restoration
  46.  
  47. 3/day—quickened flame strikeM (DC 24), power word stunM, resist energyM, slay living
  48.  
  49. (DC 24), unholy blightM (DC 23)
  50.  
  51. 1/day—blade barrierM (DC 25), dispel good (DC 25), healM, summon (level 9, 1d4
  52.  
  53. labyrinth minotaurs 100%)
  54.  
  55. STATISTICS
  56.  
  57. Str 33, Dex 25, Con 30, Int 26, Wis 28, Cha 28
  58.  
  59. Base Atk +23; CMB +35; CMD 52
  60.  
  61. Feats Critical Focus, Double Slice, Greater Two-Weapon Fighting, Improved Critical
  62.  
  63. (glaive)M, Improved InitiativeM, Improved Two-Weapon Fighting, Lightning Reflexes,
  64.  
  65. Power Attack (-6/+18;+24)M, Quicken Spell-Like Ability (flame strike), Staggering
  66.  
  67. Critical, ToughnessM, Two-Weapon Fighting,
  68.  
  69. Skills Bluff +34, Fly +30, Intimidate +35, Knowledge (arcana) +31, Knowledge
  70.  
  71. (dungeoneering) +31, Knowledge (engineering) +31, Knowledge (geography) +31,
  72.  
  73. Knowledge (planes) +34, Knowledge (religion) +34, Perception +35, Sense Motive
  74.  
  75. +35, Spellcraft +34, Stealth +24, Use Magic Device +35
  76.  
  77. Languages Abyssal, Celestial, Common, Giant; telepathy 100 ft.
  78.  
  79. SQ second skin
  80.  
  81. Gear +5 full plate, 2 medium +5 unholy glaives
  82.  
  83. SPECIAL ABILITIES
  84.  
  85. Glaive Mastery (Ex)
  86.  
  87. The Herald of the Ivory Labyrinth fights with two medium glaives, wielding each as if
  88.  
  89. it were a one handed weapon with no penalty for size. These weapons do not increase
  90.  
  91. his natural reach. He can create up to two +5 unholy glaives in his hands as a free action
  92.  
  93. and gains a +4 racial bonus on attack rolls and a +8 racial bonus on damage rolls with
  94.  
  95. glaives.
  96.  
  97. Heartless (Ex)
  98.  
  99. The herald has no heart, only a gaping hole that drips black ichor. Placing the Heart
  100.  
  101. of the Herald in this cavity causes great pain to the herald, but to accomplish this, the
  102.  
  103. herald must be willing, helpless, or being grappled by the person attempting to place the
  104.  
  105. Heart in his chest. To place the heart while grappling, the character must succeed at an
  106.  
  107. additional grapple check as if he were attempting to pin the herald. Once the Heart of
  108.  
  109. the Herald is placed in his chest, the herald becomes staggered. He can rip the heart free
  110.  
  111. from his chest as a standard action by making a successful DC 35 Fortitude save. Once
  112.  
  113. he removes the heart, prying the heart from his hands to drop it is a second standard
  114.  
  115. action. While he is in possession of the heart, the herald cannot use his maze gaze,
  116.  
  117. smite lomedaean, or spell-like abilities. Furthermore, an atonement spell that targets the
  118.  
  119. herald while he is in possession of the heart deals 1d4 negative levels to him (or 2d4+1
  120.  
  121. negative levels if the heart is still in his chest). If the herald succeeds at a DC 35 Will
  122.  
  123. save, the negative levels gained are reduced to the minimum possible number (1 or 3,
  124.  
  125. depending on the presence or absence of his heart). He takes a -5 penalty on saving
  126.  
  127. throws against atonement spells from worshipers of lomedae. If any atonement spell
  128.  
  129. causes him to gain 18 or more negative levels, the corruption in him is immediately
  130.  
  131. blasted from his body and he is restored as the Herald of lomedae.
  132.  
  133. Infested (Ex)
  134.  
  135. Anyone who grapples or is grappled by the Herald of the Ivory Labyrinth finds a swarm
  136.  
  137. of wriggling flesh-eating worms burrowing from the herald's flesh into its own. This
  138.  
  139. deals 3d6 points of damage per round the grapple is maintained and for 1d3 additional
  140.  
  141. rounds after the grapple ends. Remove disease or a similar spell destroys these worms,
  142.  
  143. but immunity to disease offers no protection. Casting remove disease or a similar spell
  144.  
  145. on the herald suppresses this ability for 1 minute.
  146.  
  147. Maze Gaze (Su)
  148.  
  149. The Herald of the Ivory Labyrinth can cast those who meet his gaze into an
  150.  
  151. extradimensional maze within his mind. This gaze attack functions as a maximized
  152.  
  153. mythic maze spell to a range of 80 feet, save that a creature can resist the effects with a
  154.  
  155. successful DC 28 Will save. The walls of this mythic maze shriek and run with blood,
  156.  
  157. causing a creature trapped within to attempt a DC 28 Fortitude save each round on his
  158.  
  159. turn to resist taking 2d4 points of Intelligence drain form encroaching madness. The
  160.  
  161. saving throw is Charisma-based.
  162.  
  163. Corrupted Aura (Su)
  164.  
  165. The Hand of the Inheritor's protective aura has been corrupted by his transformation
  166.  
  167. into the Herald of the Ivory Labyrinth. Against attacks made or effects created by good
  168.  
  169. creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus
  170.  
  171. on saving throws to any servant of Baphomet within 20 feet of the herald. Otherwise,
  172.  
  173. it functions as a magic circle against good effect and a lesser globe of invulnerability,
  174.  
  175. both with a radius of 20 feet (CL 23rd). The defensive benefits are not included in the
  176.  
  177. stat block above.
  178.  
  179. Repulsion Field (Su)
  180.  
  181. The herald can turn ranged attacks and ranged spells back against their source. This
  182.  
  183. ability works against only the first 1d4+1 ranged attacks each round. The attacker rolls
  184.  
  185. or targets himself with the effect, and must make an attack roll or save against the effect
  186.  
  187. as normal.
  188.  
  189. Second Skin (Ex)
  190.  
  191. The Herald of the Ivory Labyrinth does not suffer any maximum Dexterity bonus
  192.  
  193. penalty or speed reduction when wearing his armor.
  194.  
  195. Smite Iomedaean (Su)
  196.  
  197. The first time in a round that the Herald of the Ivory Labyrinth damages a worshiper
  198.  
  199. of Iomedae with his glaive, the creature struck takes an additional 10 points of
  200.  
  201. damage and must succeed at a DC 28 Fortitude save or be staggered for 1 round by an
  202.  
  203. overwhelming sense of despair. Paladins of Iomedae take a -4 penalty on this saving
  204.  
  205. throw, and are staggered for 1d4 rounds if they fail the save. The herald automatically
  206.  
  207. confirms all critical hits made against a worshipper of Iomedae. The save DC is
  208.  
  209. Charisma-based.
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