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Ngara, CR 14, Female spirit naga sorcerer 5 (Pathfinder RPG Bestiary 213), CE Large aberration

Init +11; Senses darkvision 60 ft.; Perception +20

DEFENSE

AC 33, touch 20, flat-footed 25 (+4 armor, +7 Dex, +3 deflection, +1 dodge, +9 natural, -1 size)
hp 178 (14 HD; 10d8+5d6+108)
Fort +10, Ref +13, Will +17

OFFENSE

Spd 40 ft., swim 20 ft., woodland stride


Melee 1 bite +13 (2d6+9+poison)
Space 10 ft.; Reach 5 ft.
Special Attacks charming gaze (DC 26)(30’, save at beginning of turn, can use in lieu of an attack)
Spell-Like Abilities At will—fleeting glance (12 rounds/day)(greater invisibility)
Sorcerer Spells Known (CL 12th; concentration +19, 23 combat cast)
6th (4/day)—cold ice strike (swift) (DC 24 Ref, 30’ line 12d6 cold)
5th (7/day)—cone of cold (DC 23), feeblemind (DC 24, -4 if arcane caster), tree stride
4th (7/day)—cure critical wounds, confusion (DC23) dimension door, poison (DC 21)
3rd (8/day)—deep slumber (DC 22), dispel magic, fireball (DC 21), fly water breathing
2nd (8/day)—acid arrow, detect thoughts (DC 19), hideous laughter (DC 21), invisibility, whispering wind, Steal
Voice (Fort DC 19, 1 target med range permanently gets Croak spellblight, must use swift action to talk, 20% spell
fail, and -4 to DC on all voiced spells, heal or shout spell cures)
1st (8/day)—cure light wounds, divine favor, entangle (DC 18), mage armor, magic missile, shield of faith

TACTICS

Before Combat Ngara casts mage armor every day and uses shield of faith before battle (quickening it on the first
round of combat if necessary), then fly, and fleeting glance to become invisible.
During Combat The naga prefers to stay 20 or so feet away from foes to minimize melee attacks and maximize her
charming gaze; she casts her spells at range and uses dimension door to retreat out of melee when needed. When
melee is unavoidable, she casts quickened divine favor (+3 att/dmg) and then uses Arcane Strike (+2dmg, already
figured in) on all following rounds. If she gains surprise, will use Confusion on clustered foes or feeblemind on
arcane caster. Once engaged, starts with an aerial (30’ up) swift cold ice strike and cone of cold while invisible.
Morale Ngara fights to the death.

STATISTICS

Str 20, Dex 24, Con 23, Int 12, Wis 17, Cha 24
Base Atk +9; CMB +18; CMD 34 (can't be tripped)
Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 1 save.
Feats Arcane Strike, Combat Casting, Dodge, Eschew Materials, Extend Spell, Improved Initiative, Lightning
Reflexes, Quicken Spell, Spell Focus (evocation)
Skills Bluff +23, Knowledge (nature) +10, Perception +19, Spellcraft +12, Stealth +20, Swim +23
Languages Abyssal, Common
Combat Gear headband of mental prowess +2 (Charisma and Wisdom)
Rattling with each stride, this looming, horned, skeletal figure clutches a wicked staff. A seething glow burns in its
eye sockets.

THANADAEMON, NE Medium outsider (daemon, evil, extraplanar)


Init +7; Senses darkvision 60 ft., true seeing; Perception +25
DEFENSE
AC 27, touch 14, flat-footed 23 (+3 Dex, +1 dodge, +13 natural)
hp 172 (15d10+90)
Fort +11, Ref +12, Will +14
DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 24
OFFENSE
Speed 30 ft.
Melee +2 quarterstaff +22/+17/+12 (1d6+9 plus energy drain) or 2 claws +20 (1d4+5 plus energy drain)
Special Attacks draining weapon, energy drain (1 level, Fort DC 21), fear gaze, soul crush
Spell-Like Abilities (CL 15th; concentration +19)
Constant—air walk, true seeing
At will—3/day—animate dead, desecrate, enervation
1/day—summon (level 4, 1d4 hydrodaemons 80% or 1 thanadaemon 35%)
STATISTICS
Str 21, Dex 16, Con 23, Int 17, Wis 17, Cha 18
Base Atk +15; CMB +20; CMD 34
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Iron Will, Lunge, Mobility, Power Attack
Skills Acrobatics +21, Bluff +22, Diplomacy +22, Intimidate +22, Knowledge (planes) +21, Knowledge (religion) +21,
Perception +25, Sense Motive +25, Stealth +14, Survival +10
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
SPECIAL ABILITIES
Draining Weapon (Su) A thanadaemon's energy drain attack functions through any melee weapon it wields.
Fear Gaze (Su) Cower in fear for 1d6 rounds, 30 feet, Will DC 21 negates. This is a mind-affecting fear effect. The
save DC is Charisma-based.
Soul Crush (Su) A thanadaemon can crush a soul gem as a standard action to gain fast healing 15 for 15 rounds (this is
a standard action). This action condemns the crushed soul to Abaddon—resurrecting this victim requires a DC 28
caster level check. 1/day as full-round action can consume soul of creature dead in last minute to make soul gem in
gut, then regurgitate (and crush).

While all daemons represent death in some fashion, thanadaemons, the Deacons of Death, represent the inevitable
death through old age. Thanadaemons effortlessly work eerie skiffs along every pus- and bile-choked river in
Abaddon, including the legendary River Styx.

Used Desecrate and Animate Dead to create 5 hill giant zombies (60HD). If daemon gone, follow last
action. Meco has done the same, allowing for 5 hill giant zombies (60HD) in his control.

10 Hill Giant Zombies: Init -2, Darkvision 60’, AC 10 (-2 Dex, +3 natural, -1 size), Mv 40’, hp 78
(12d8+24), Fort +5, Ref +3, Will +9, DR 5/slash, immune Fort saves (unless construct affected). Reach 10’
Attack +17 slam (1d8+12). CMB +18, CMD +27. Staggered (1 action each turn only).
The skin on this frog-like fiend is clammy and its eyes look dead and milky; its wide face is split by a fanged maw.
HYDRODAEMON, NE Large outsider (aquatic, daemon, evil, extraplanar)
Init +2; Senses darkvision 60 ft., detect magic; Perception +15
DEFENSE
AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
hp 95 (10d10+40)
Fort +11, Ref +9, Will +3
DR 10/cold iron or silver; Immune acid, death effects, disease, poison, waters of the River Styx; Resist cold 10,
electricity 10, fire 10; SR 19
OFFENSE
Speed 30 ft., fly 40 ft. (average; see glide, below), swim 60 ft.
Melee bite +13 (1d8+4 plus grab), 2 claws +13 (1d6+4)
Ranged sleep spittle +11 (sleep)
Space 10 ft.; Reach 10 ft.
Special Attacks rake (2 claws +13, 1d6+4)
Spell-Like Abilities (CL 9th; concentration +11)
Constant—detect magic, water walk
At will—acid arrow, deeper darkness
3/day—control water, greater teleport (self plus 50 lbs. of objects only), summon monster V (Large water elemental
only)
1/day—desecrate
STATISTICS
Str 18, Dex 15, Con 18, Int 9, Wis 11, Cha 14
Base Atk +10; CMB +15 (+9 grapple); CMD 27
Feats Cleave, Point-Blank Shot, Power Attack, Precise Shot, Skill Focus (Perception)
Skills Fly +0, Intimidate +14, Knowledge (planes) +10, Perception +15, Sense Motive +12, Stealth +10, Swim +21
Languages Abyssal, Infernal; telepathy 100 ft.
SQ amphibious, glide
SPECIAL ABILITIES
Glide (Ex) A hydrodaemon can launch itself into the air and glide along for 1 minute, gaining a fly speed of 40 feet
with average maneuverability. While gliding, the hydrodaemon gains the pounce ability.
Sleep Spittle (Su) A hydrodaemon can spit at a single target within 20 feet, making a ranged touch attack as a standard
action. A target hit by this spittle must succeed on a DC 19 Will save or fall asleep for 6 rounds. The save DC is
Constitution-based.

While at first glance these creatures seem like enormous and foul boggards, their dangerous gait, dead eyes, and
wicked claws give away their fiendish nature.
MECO

Your former companion barely resembles his former self. Neglecting to eat, the drow’s slender appearance is now
gaunt, and out of one horribly maimed eye socket glows the ruby oculus.

Uses Greater Scrying on the PCs, preferably Svany, at DC 31 (knows well, likeness), up to 3/day.

Meco, CR 15, NE drow wizard 15


Init +15; Senses darkvision 120 ft.; True Seeing, Perception +19

AC 26, touch 13, flat-footed 21 (+5 armor, +1 Dex, +4 shield, +2 deflection, +4 natural), CMD 19, CMD +6
hp 107 (15d6+15+30) Fort +13, Ref +14, Will +16, SR 20, +2 vs. enchantments

Spells (concentration +22, +4 grappled), Attack +6, ranged +8


Acid Dart (10/day), +8 acid dart 1d6+8, 30’ range, bypass SR
Dimensional Steps, 450’/day, standard action teleport self and/or others
Spells (CL 15th; concentration +25, DC 17+spell level, +1 evocation), Spellcraft +25, +2 overcome SR
1 8th – Maze x2 (1 target 60’ no save, DC 20 INT check to escape)
3 7th—Mass Hold Person (DC 24), Delayed Blast Fireball (DC 25), Summon Monster VII, Mage’s Sword (60’, +23
attack 4d6+3/19-20)
4 6th— Greater Dispel Magic, Mislead, Summon Monster VI (x2), Contagious Flame (60’, 4 rays at +8, 4d6 fire.
For next 3 rounds, as free action each damaged target shoots a ray out at another target in 60’, directed as free
action)
5 5th— Break Enchantment, Cloudkill (DC23), Dominate Person, Waves of Fatigue, Teleport, Wall of Sound (ring
up to 35’ radius, 20’ high, deflects arrows, 2d4 sonic 10’, 2d6+12 touch or pass, concen + 1/r lvl).
5 4th—Confusion, Greater Invisibility x2, Phantasmal Killer, Solid Fog, Boneshatter (Fort DC 21 partial, 15d6 and
exhausted, or ½ and fatigued, to anything with bones, short range, lasts 1min/lvl)
6 3rd—Dispel Magic, Displacement, Gaseous Form, Stinking Cloud (DC 21), Fly*, Blacklight (20’radius, 1r/lvl
darkness caster can see in, countered by Daylight), Slow
6 2nd—False Life*, Mirror Image*, Scorching Ray, Invisibility, Resist Energy, Glitterdust (DC 19), Bear’s End*
6 1st – Magic Missile x3, Obscuring Mist, Vanish, Shield*, Grease (DC 18)

TACTICS

Before Combat Mage Armor & False Life every day and Bear’s Endurance, Fly, Shield, Invisibility, & Mirror
Image (1d4+4). If time, summons VII to get a Fiendish T-Rex and SM VI to get Huge Elementals (air or earth)
During Combat Saves one quickened Slow to counter Haste, otherwise uses quickens to Dispel any fliers. Puts up
a Wall of Sound around himself if time and Blacklight. Will target Maze upon Odil and Tempest, then launch his
best attacks to take down Svany.
Contingency Teleport to W27 throne at Vordakai’s if incapacitated or reduced to less than 25 hit points.

Str 8, Dex 12, Con 10, Int 25, Wis 8, Cha 12


Combat Gear Ring of Protection +2, Amulet of Natural Armor +4, Ring of Freedom of Movement, Rod of
Metamagic – Lesser Quicken (3 spells 3rd or lower), Headband of Vast Intelligence +4, Stone of Good Luck, Potions
of Cure Moderate Wounds x4, Black Robe of Archmagi

Fiendish T-Rex, Per +37, darkvision 60’/scent, AC 21 (+1 Dex, +14 nat, -4 size), hp 191 (18d8+108), Fort +17, Ref
+12, Will +10, Speed 40’, Attack +22 bite 4d6+25 (19-20) + grab. Space 20’, reach 20’. Swallow Whole (if
grappled try to swallow, 2d8+12, AC 17, hp 19 cut free). Bleeding Critical (+4 confirm, 2d6 bleed). Diehard (keep
going at negative hp). Resist cold/fire 15, DR 10/good. SR 14. Smite Good, 1/day swift +18 dmg if hit good.

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