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Apr 2nd, 2014
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  1. ### CURSE TOE ####
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  3. " A disembodied toe, hanging in the air and radiating an intense field of negative energy. "
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  5.  
  6. XP 25,600
  7. NE Fine Undead
  8. Init +4, Senses; true seeing; Perception +25
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  10. DEFENSE
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  12. AC 28, touch 18, flat-footed 20 (+10 deflection, +8 size category )
  13. HP 140 ( 14d8 + 56 )
  14. FORT 12 REF 1 WILL 22
  15. Defensive Abilities: Immune to Channel Energy, undead traits; SR 30; DR 5/-
  16. Resist: 10 cold, 20 electricity.
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  18. OFFENSE
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  20. Speed: levitate 10ft. (perfect)
  21. Special Attacks: Symbol of Torment, Strange Summons, Negative Energy Field, Fear Aura
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  23. STATISTICS
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  25. STR 2, DEX 10, CON-, INT 16, WIS 18, CHA 18
  26. Base Atk +2, CMB +2, CMD 20 ( Cannot be tripped )
  27.  
  28. Feats: Alertness, Blind-Fight, Improved Initiative, Iron Will, Great Fortitude
  29. Skills: Fly +28, Perception +25, Sense Motive +25, Stealth +30,
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  31. SPECIAL ABILITIES
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  33. <SYMBOL OF TORMENT (Su)>
  34. As standard action, Curse Toe can manifest Symbol of Torment. Every living creature in presence ( line-of-sight ) is assaulted with intense negative energy,
  35. cutting their current hp in half. This effect has maximum range of 500 ft ( it is limit of Curse Toe's sight ).
  36. This ability does not have effect on creatures immune or attuned to negative energy.
  37.  
  38. <NEGATIVE ENERGY FIELD (Su)>
  39. Curse Toe is shrouded within negative energy field reaching 500 ft. This negative energy aura mutes positive energy ( x0.5 ) and strengthens negative energy.(1.5x)
  40. In addition, the presence of Curse Toe will make the air twist around and waver, granting it 20% concealment every 100 feet away from Curse Toe.
  41. This effect persists outside of the negative energy field ( ex. Curse Toe has 100% concealment to creatures outside of the Negative Energy Field )
  42.  
  43. <FEAR AURA (Su)>
  44. Creatures of less than 5 HD in a 60-foot radius that look at the Curse Toe must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the Curse Toe's Hit Dice.
  45. A creature that successfully saves cannot be affected again by the same Curse Toe's aura for 24 hours. This is a mind-affecting fear effect. DC 22.
  46.  
  47. <STRANGE SUMMONS (Su)>
  48. As full-round action, Curse Toe can call upon fungi to destroy its foes.
  49. Roll 1d10:
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  52. 1 | Greater Lightning Elemental
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  54. 2 | Young Adult White Dragon
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  56. 3 | Baykok
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  58. 4 | Androsphinx
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  60. 5 | Tick Swarm
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  62. 6 | Pale Stranger
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  64. 7 | Bogeyman
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  66. 8 | Nosferatu
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  68. 9 | Red Jester
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  70. 10 | Reroll twice, ignore any new 10-rolls.
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  73. Fungal Simple-template is applied to all creatures summoned by this ability. In addition, all creatures summoned by this way are immune to Curse Toe's Symbol of Torment.
  74. When summoned, creatures are placed in nearest free space to Curse Toe.
  75. The creatures summoned by Curse Toe are temporary and vanish in 10 minutes or when Curse Toe wills so ( free action ). Curse Toe can have maximum of 8 creatures summoned.
  76.  
  77. Creatures summoned by Curse Toe do not have definite memories or goals, only some vague recollection
  78. about a dungeon, a scythe-wielding maniac, burning orbs, dragons and some incredibly fabulous and powerful artifact.
  79.  
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