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Warped Stormbringer

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Aug 23rd, 2018
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  1. Warped Stormbringer CR 9
  2. XP 6400
  3. CE Medium Aberration (Elf)
  4. Init +7; Senses Low-Light Vision, Darkvision 60ft; Perception +15
  5. Auras Desecrating Aura, Fear Aura (60ft., DC 22)
  6. ------------------------------
  7. DEFENSE
  8. ------------------------------
  9. AC 25, touch 16, flat-footed 19 (+3 Dex, +3 dodge, +9 natural)
  10. hp 135 (10d8+90); Regeneration 10
  11. Fort +11, Ref +10, Will +11
  12. Immunities Electricity Resist Acid 10, Cold 10, Fire 10
  13. Weaknesses Piercing Weapon Vulnerability
  14. ------------------------------
  15. OFFENSE
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  17. Speed 30 ft.
  18. Melee 2 claws +9 (1d4+2)
  19. Spell-Like Abilities (CL 10; concentration +17)
  20. The save DC against a Warped Evoker's spells is 17+ spell level. A Warped Evoker's spells use Charisma as the primary casting attribute.
  21. At Will: Magic Missile, Animate Dead, See Invisibility
  22. 3/day: Lightning Bolt, Dispel Magic, Haste, Quickened Magic Missile
  23. 1/day: Lightning Arc, Wall of Force, Cone of Cold(electricity)
  24. Special Attacks Breath Weapon (30ft. cone, 9d8 electricity damage, Reflex DC 21 for half, usable every 1d4 rounds)
  25. ------------------------------
  26. STATISTICS
  27. ------------------------------
  28. Str 10, Dex 16, Con 22, Int 16, Wis 14, Cha 24
  29. Base Atk +7; CMB +7; CMD 20
  30. Feats Combat Casting, Dodge, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Quicken Spell-Like Ability, Toughness
  31. Skills Bluff +17, Intimidate +20, Knowledge (arcana) +13, Knowledge (planes) +16, Knowledge (religion) +13, Perception +15, Stealth +16
  32. Languages Common, Telepathy 100ft
  33. SQ Aberration Traits, Swift Reactions
  34. ------------------------------
  35. SPECIAL ABILITIES
  36. ------------------------------
  37. Breath Weapon (Su)
  38. A Warped Evoker can exhale a 30ft. cone of electricity as a breath weapon. This attack causes 9d8 damage and allows a DC 21 reflex save for Half damage. A Warped Evoker can use its breath weapon once every 1d4 rounds.
  39.  
  40. Piercing Weapon Vulnerability (Ex)
  41. A Warped Evoker takes 50% extra damage from physical attacks that deal piercing damage. [Revealed Heart]
  42.  
  43. Aberration Traits
  44. An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
  45. -Darkvision 60 feet.
  46. -Aberrations breathe, eat, and sleep.
  47.  
  48. Desecrating Aura (Su)
  49. A Warped Evoker has a 30-foot radius 'Desecration' spell in effect which functions as if centered on a shrine of evil power. Undead within this radius (including the Warped Evoker) gain a +2 profane bonus on attack and damage rolls and saving throws, as well as +2 hit points per die, and the save DC of channeled negative energy is increased by 6 (these adjustments are already included in a Warped Evoker's statistics block). This aura can be negated by 'Dispel Evil', but the Warped Evoker can reactivate it on its turn as a free action. A desecrating aura suppresses and is supressed by 'Consecrate' or 'Hallow'; both effects are negated within any overlapping area of effect.
  50.  
  51. Swift Reactions (Ex)
  52. A Warped Evoker moves and reacts much more swiftly than normal constructs. They gain 'Improved Initiative' and 'Lightning Reflexes' as bonus feats, and gain a +2 dodge bonus to AC.
  53.  
  54. Fear Aura (Su)
  55. A Warped Evoker radiates a 30ft. aura that will affect everyone entering or standing within as the 'Fear' spell. This is a mind-affecting fear effect that allows a DC 22 will save to negate. The save DC is charisma-based.
  56.  
  57. ------------------------------
  58. ECOLOGY
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  60. Environment:
  61. Organization:
  62. Treasure:
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  65.  
  66. Look up abominations from dragon age - pretty much that with exception of a hole in its chest revealing heart protected by cage of bones.
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