Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Warped Necromancer CR 11 (10 acording to M.Gen.)
- XP 9600
- CE Medium Aberration (Dwarf)
- Init +7; Senses Darkvision 60ft; Perception +17
- Auras Fear Aura (60ft., DC 24), Desecrating Aura
- ------------------------------
- DEFENSE
- ------------------------------
- AC 27, touch 16, flat-footed 21 (+3 Dex, +3 dodge, +11 natural)
- hp 149 (11d8+99); Fast Healing 5
- Fort +14, Ref +10, Will +12
- Immunities Acid Resist Cold 10, Electricity 10, Fire 10
- ------------------------------
- OFFENSE
- ------------------------------
- Speed 30 ft.
- Melee 2 claws +10 (1d4+2)
- Spell-Like Abilities (CL 11; concentration +20)
- The save DC against a Warped Necromancer's spells is 19+ spell level. A Warped Necromancer's spells use Charisma as the primary casting attribute.
- At Will: Animate Dead, Cure Serious Wounds, Sanctuary
- 3/day: Feeblemind, Enervation, Fireball(Frost), Quickened Sanctuary
- 1/day: Create Undead, Flesh to Stone, Harm
- Special Attacks Breath Weapon (30ft. cone, 10d6 acid damage, Reflex DC 24 for half, usable every 1d4 rounds), Channel Negative Energy (6d6, DC 24)
- ------------------------------
- STATISTICS
- ------------------------------
- Str 10, Dex 16, Con 24, Int 16, Wis 16, Cha 28
- Base Atk +8; CMB +8; CMD 21
- Feats Ability Focus (Breath Weapon (acid)), Dodge, Great Fortitude, Improved Channel, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Quicken Spell-Like Ability
- Skills Bluff +20, Intimidate +23, Knowledge (arcana) +14, Knowledge (planes) +17, Knowledge (religion) +14, Perception +17, Stealth +17
- Languages Common, Telepathy 100ft
- SQ Aberration Traits, Amorphous Anatomy, Swift Reactions
- ------------------------------
- SPECIAL ABILITIES
- ------------------------------
- Breath Weapon (Su)
- A Warped Necromancer can exhale a 30ft. cone of acid as a breath weapon. This attack causes 10d6 damage and allows a DC 24 reflex save for Half damage. A Warped Necromancer can use its breath weapon once every 1d6 rounds.
- Channel Negative Energy (Su)
- A Warped Necromancer can release a wave of negative energy. This energy can by used to heal undead or cause damage to living creatures (but not both). A Warped Necromancer heals or causes 6d6 damage to each creature of the type selected in a 30-foot radius centered on the + Warped Necromancer. A Warped Necromancer can channel energy 12 times per day. Creatures damaged by the energy gain a will save (DC 24, or 30 inside Desecration) for half damage. This is a standard action that does not provoke attacks of oppotunity.
- Aberration Traits
- An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
- -Darkvision 60 feet.
- -Aberrations breathe, eat, and sleep.
- Fear Aura (Su)
- A Warped Necromancer 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 24 will save to negate. The save DC is charisma-based.
- Amorphous Anatomy (Ex)
- A Warped Necromancer's vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the Warped Necromancer is a willing target). A Warped Necromancer automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.
- Swift Reactions (Ex)
- A Warped Necromancer 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.
- Desecrating Aura (Su)
- A Warped Necromancer 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 Necromancer) 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 Necromancer's statistics block). This aura can be negated by 'Dispel Evil', but the Warped Necromancer 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.
- ------------------------------
- ECOLOGY
- ------------------------------
- Environment:
- Organization:
- Treasure:
- Look up abominations from dragon age - pretty much that + plates of steel and ice infused into its skin and even more deformed.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement