advanced brass man

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    Advanced Brass Man CR 8Tome of Horrors II20

    N Large construct (extraplanar, fire)Init +0; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0

    Defense

    AC 27, touch 9, flat-footed 23 (+16 natural, +2 dex, 1 size)hp 105 (10d10+50)

    Fort +5, Ref +5, Will +5

    DR 10/adamantine; Immune construct immunities, fire, immunity to magicWeakness vulnerability to cold

    Offense

    Spd 30 ft.

    Melee +1 greatsword +18/+13 (3d6+12/1920) or 2 slams +17 (2d8+8)Space 10 ft.; Reach 10 ft.

    Special Attack spit molten brass

    Tactics

    During Combat A brass man spits molten brass on the first round of combat, then movesto attack the closest foe, spitting brass again as often as he is able.

    Morale A brass man fights until destroyed.Statistics

    Str 27, Dex 14, Con , Int , Wis 15, Cha 1

    Base Atk +10; Grp +17

    Gear +1 greatswordSpecia l Abilities

    Immunity to Magic (Ex) A brass man is immune to any spell or spell-like ability that

    allows spell resistance. In addition, certain spells and effects function differently againstthe creature. A magical attack that deals electricity damage slows a brass man (as the

    slow spell) for 3 rounds, with no saving throw. A magical attack that deals fire damagebreaks any slow effect on the brass man and heals 1 point of damage for each 3 points ofdamage the attack would otherwise deal. If the amount of healing would cause the brass

    man to exceed its full normal hit points, it gains any excess as temporary hit points. A

    brass man gets no saving throw against fire effects.Spit Molten Brass (Su) 30-foot line, once every 1d4 rounds (no more than 5 times per

    day), damage 6d6 fire, Reflex DC 17 half. The save DC is Constitution-based.

    Vulnerability to Cold (Ex) A brass man takes 150% damage from cold.

    Azer Mamluks CR 8

    Male azer warrior 8 (MM 21)LN Medium outsider (fire)

    Init +1; Senses darkvision 60 ft.; Listen +6, Spot +6

    DefenseAC 23, touch 11, flat-footed 22 (+4 armor, +1 Dex, +6 natural, +2 shield)

    hp 70 (2d8+8d10+10)

    Fort +8, Ref +5, Will +5

    Immune fire; SR 21

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    Weakness vulnerability to cold

    Offense

    Spd 20 ft.Melee mwk warhammer +14/+9 (1d8+2/3 plus 1 fire)

    Ranged mwk shortspear +13 (1d6+2 plus 1 fire)

    Special Attacks heatTactics

    During Combat The mamluks throw shortspears and then close to attack with

    warhammers.Morale The azers fight as long as their captain lives. If he is slain, they surrender if given

    the opportunity.

    Statistics

    Str 14, Dex 13, Con 13, Int 12, Wis 12, Cha 9Base Atk +10

    Feats Cleave, Power Attack, Weapon Focus (warhammer)

    Skills Appraise +6, Climb +6, Craft (blacksmith) +6, Craft (weaponsmithing) +6, Hide

    +1, Intimidate +3, Jump +0, Listen +6, Search +6, Spot +6Languages Common, Ignan

    Gear scale mail, masterwork heavy steel shield, masterwork warhammer, 3 shortspears

    Grovth CR 8

    Bodak (MM 28)

    hp 58

    Immune fire

    To Advanced Grovth CR 9

    Quick Rules: +2 on all rolls (including damage rolls)

    and special ability DCs; +4 to AC and CMD; +2 hp/HD.

    Animated Object CR 9

    N Gargantuan construct

    Init +0; Senses darkvision 60 ft., low-light vision; Perception 5

    DEFENSE

    AC 14, touch 10, flat-footed 12 (+4 natural)

    hp 148 (10d10+60)

    Fort +5, Ref+5, Will +0

    Defensive Abilities hardness 15 (or more); Immune construct traits

    OFFENSE

    Speed 30 ft.

    Melee 4xslam +18 (2d8+8)

    STATISTICS

    Str 26, Dex 10, Con, Int, Wis 1, Cha 1

    Base Atk+10; CMB +5; CMD 15

    SQ construction points

    ECOLOGY

    Environment any

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    Organization solitary, pair, or group (312)

    Treasure none

    SPECIAL ABILITIES

    trample 2d8+10 (Ref DC 25 half )

    Dread Wraith CR 7LE Large undead (incorporeal)

    Init +7; Senses darkvision 60 ft., lifesense; Perception +10

    Aura unnatural aura (30 ft.)

    Defense

    AC 25, touch 25, flat-footed 14 (+10 deflection, +5 Dex)

    hp 147 (16d8+80)

    Fort +8, Ref+6, Will +8

    Defensive Abilities channel resistance +2, incorporeal;

    Immune undead traits

    Weaknesses sunlight powerlessness

    OffenseSpeed fly 60 ft. (good)

    Melee incorporeal touch +12 (2d6 negative energy plus 1d8 Con drain)

    Special Attackcreate spawn

    Statistics

    Str, Dex 20, Con, Int 14, Wis 14, Cha 25

    Base Atk+12; CMB +6; CMD 16

    Feats Blind-Fight, Combat Reflexes, Improved Initiative

    Skills Diplomacy +10, Fly +7, Intimidate +13, Knowledge (planes) +7, Perception +10,

    Sense Motive +10, Stealth +11

    Languages Common, Infernal

    Ecolo gy

    Environment any

    Organization solitary, pair, gang (36), or pack (712)

    Treasure none

    Special Abilities

    Create Spawn (Su) A humanoid slain by a wraith becomes a wraith in 1d4 rounds.

    These spawn are less powerful than typical wraiths, and suffer a 2 penalty on all d20

    rolls and checks, receive 2 hp per HD, and only drain 1d2 points of Constitution on a

    touch. Spawn are under the command of the wraith that created them until its death, atwhich point they lose their spawn penalties and become free-willed wraiths. They do not

    possess any of the abilities they had in life.

    Constitution Drain (Su) Creatures hit by a Wraiths touch attack must succeed on a DC19 Fortitude save or take 1d8 points of Constitution drain. On each successful attack, the

    wraith gains 5 temporary hit points. The save DC is Charisma-based.

    Lifesense (Su) A wraith notices and locates living creatures within 60 feet, just as if itpossessed the blindsight ability.

    The Bursar

    Noble SalamanderCR 10

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    CE Large outsider (extraplanar, fire)

    Init +1; Senses darkvision 60 ft.; Perception +16

    Defense

    AC 23, touch 11, flat-footed 17 (+1 Dex, +12 natural)

    hp 156 (15d10+60)

    Fort +10, Ref+7, Will +6DR10/magic; Immune fire

    Weaknesses vulnerability to cold

    Offense

    Speed 20 ft.

    Melee +3 spear +20/+15 (1d8+9/3 plus 1d6 fire), tail slap +16 (2d6+6 plus 1d6 fire and

    grab)

    Space 5 ft.; Reach 5 ft. (10 ft. with tail)

    Special Attacks constrict (2d6+4 plus 1d6 fire), heat

    Statistics

    Str 22, Dex 13, Con 18, Int 14, Wis 15, Cha 13

    Base Atk+11; CMB +11 (+15 grapple); CMD 22 (can't be tripped)Feats Cleave, Iron Will, Power Attack, Skill Focus (Perception)

    Skills Acrobatics +12, Bluff +12, Craft (weaponsmithing) +17, Intimidate +12,Knowledge (planes) +13, Perception +16, Sense Motive +13, Stealth +12; Racial

    Modifiers +4 Craft (armorsmithing, blacksmithing, and weaponsmithing)

    Languages Common, Ignan

    Ecolo gy

    Environment any (Plane of Fire)

    Organization solitary, pair, or cluster (35)

    Treasure standard (spear, other nonflammable treasure)

    Special Abilities

    Heat (Ex) A salamander generates so much heat that its mere touch deals an additional

    1d6 points of fire damage. A salamanders metallic weapons also conduct this heat.

    9 Headed Hydra CR 9

    N Huge magical beast

    Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +10

    Defense

    AC 21, touch 9, flat-footed 14 (+1 Dex, +12 natural, 2 size)

    hp 125 (12d10+36); fast healing 5

    Fort +9, Ref+7, Will +3

    Offense

    Speed 20 ft., swim 20 ft.

    Melee 5 bites +20 (2d6+5)Space 15 ft.; Reach 10 ft.

    Special Attackspounce

    Statistics

    Str 20, Dex 12, Con 18, Int 2, Wis 11, Cha 9

    Base Atk+15; CMB +10; CMD 21 (cant be tripped)

    Feats Combat Reflexes, Iron Will, Lightning Reflexes

    Skills Perception +10, Swim +11; Racial Modifiers +2 Perception

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    SQ hydra traits, regenerate head

    Ecolo gy

    Environment temperate marshes

    Organization solitary

    Treasure standard

    Special AbilitiesFast Healing (Ex) A hydras fast healing ability is equal to its current number of heads

    (minimum fast healing 5). This fast healing applies only to damage inflicted on the

    hydras body.

    Hydra Traits (Ex) A hydra can be killed by severing all of its heads or slaying its body.

    Any attack that is not an attempt to sever a head affects the body, including area attacks

    or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must

    make a sunder attempt with a slashing weapon targeting a head. A head is considered aseparate weapon with hardness 0 and hit points equal to the hydras HD. To sever a head,

    an opponent must inflict enough damage to reduce the heads hit points to 0 or less.

    Severing a head deals damage to the hydras body equal to the hydras current HD. A

    hydra cant attack with a severed head, but takes no other penalties.Regenerate Head (Ex) When a hydras head is destroyed, two heads regrow in 1d4

    rounds. A hydra cannot have more than twice its original number of heads at any onetime. To prevent new heads from growing, at least 5 points of acid or fire damage must

    be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from

    area attacks can affect stumps and the body simultaneously. A Multiple angry snake-like

    heads rise from the sleek, serpentine body of this terrifying monster. hydra doesnt diefrom losing its heads until all are cut off and the stumps seared by acid or fire.

    CumulativeCR10 (10 Heads) +15 hp; +1 AC; +1 BaB

    CR11 (11 Heads) +15 hp; +1 AC; +1 BaB; Bite 2d6 +8

    CR12 (12 Heads) +15 hp; +2 AC; +2 BaB: Bite 3d6 +8