Zorothegallade

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Sep 23rd, 2019
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  1. Helia CR 13
  2. Ifrit Graveknight Antipaladin 11
  3. CE Medium undead
  4. Str 26 Dex 16 Con 0 Int 16 Wis 17 Cha 20
  5. Init: +6
  6. HP: 167 (13d10 + 78 + 13)
  7. AC: 35 Touch 16 FF 31 (+11 armor, +4 shield, +3 Dexterity, +1 Dodge, +2 Deflection, +4 Natural)
  8. DR: 10/Magic, 3/-
  9. Fort +12 Ref +11 Will +16
  10. Immune: Cold, electricity, fire
  11. Channel resistance +4, SR 24
  12. SQ: Ruinous Revivification (Fire), Rejuvenation(1d10 days)
  13. Attacks (BAB +11 CMB +19 CMD 32):
  14. Melee: +2 Speed Flaming scimitar +22/+22/+17/+12 (1d6+10/15-20 + 4d6 fire), slam +14 (1d4+4), bite +14 touch (3d8 fire)
  15. Special: Channel Destruction (+3d6 fire), Corrupting Touch 12/day (5d6), Channel Negative Energy (6d6)
  16. Cruelties: Fatigued, Staggered, Exhausted
  17.  
  18. Devastating Blast 3/day (30 foot cone, 8d6 fire, Reflex 21 halves)
  19. Undead Mastery (Will 21 negates)
  20.  
  21. Sphere talents known (CL 6):
  22. Destruction:Destructive Blast (3d6), Energetic Response, Destructive Maw, Searing Blast
  23.  
  24. Feats: Extra Lay on Hands, Channel Smite, Weapon Focus (Light blades), Improved Critical (Light Blades), Shield Focus, Dodge
  25. Feats(Bonus) Improved Initiative, Mounted Combat, Ride-By attack, Toughness
  26.  
  27. Gear: +1 Heavy sanctified shield, Helia's Ruin, Helia's Folly, Helia's Violence, Apollyon Clasp, Pale Crown (+2 Destruction implement), Belt of Physical Might +2 (Str/Dex)
  28.  
  29. Unique items:
  30. Helia's Ruin: This suit of cursed +2 adamantine full plate has Helia's soul bound to it. It appears as a mass of melted metal plates which meld seamlessly with her flesh, causing her no penalty to her movement speed, reducing her Armor Check Penalty by 3 and increasing the maximum Dexterity bonus to her AC by 2. The armor is scalding hot, and anyone striking her with a natural attack or unarmed strike takes 1d6 fire damage. Anyone grappling her instead takes 3d6 fire damage per round. When wearing her armor, Helia counts as having the Fire subtype for the purposes of receiving damage from certain spells and effects (such as a Quenching weapon or a Decanter of Endless Water's Geyser stream)
  31. If worn by anyone else (only possible by destroying Helia), the wearer takes 3d6 fire damage per turn as the metal heats up and sears their flesh. If a wearer dies from this damage, Helia immediately rejuvenates within their body.
  32.  
  33. Helia's Folly(Moderate abjuration): This cursed ring works as a ring of deflection +2 for Helia alone. Anyone else putting on the ring gains vulnerability to fire and their fire resistance, if any, is reduced by 10. If they are normally immune to fire damage, they lose that immunity and are treated as if they had fire resistance 20 as long as they wear the ring.
  34.  
  35. Helia's Violence (Strong conjuration, CL 10): This +2 flaming scimitar allows Helia to animate the flames dancing on its edge as a standard action, summoning one Large fire elemental or 3 Fire mephits as per Summon Monster V. The sword deals no additional fire damage while the creatures are summoned, and if one of them is slain they can't be summoned again (and the sword loses its Flaming property) for 24 hours.
  36. In the hands of anyone else it acts as a cursed +1 scimitar, and summons a Large fire elemental which is hostile to the wielder the first time each day it is used to attack a creature. (Price: 27315 gp)
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