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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
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.
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.
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
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.
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.