sabato 16 luglio 2022

Minos Bonifar (Oracle/Rogue), Level 12

 Now the familiar becomes a quasit…

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Minos Bonifar CR 12

Dhampir oracle 11 (Spirit Guide)/unchained rogue 1 (Dreamthief)

CE Medium humanoid (dhampir)

Init +10; Senses darkvision 60 ft., low-light vision; Perception +7/+8


Defense

AC 20, touch 16, flat-footed 14 (+4 armor, +6 Dex)

hp 81 (12d8+24)

Fort +5, Ref +11, Will +8. +2 racial vs. disease and mind-affecting effects

Defensive Abilities improved uncanny dodge, negative energy affinity, resist level drain, uncanny dodge

Weaknesses light sensitivity


Offense

Speed 30 ft.

Melee bloodstone impaler +10/+5 (1d8+1, 19-20, x3) or +1 wooden stake +15/+10 (1d4+1)

Ranged bloodstone impaler +16 (1d8+1, 19-20, x3) or +1 wooden stake +15 (1d4+1)

Special Attacks bleeding wounds (3 points of bleeding damage per round, DC 15), dreamstrike (horrifying strike, DC 15, shaken for 1d4 rounds), fangs (1d3), ghost blade (1 round), undead servitude 8/day (DC 20)

Oracle Spells Known (CL 11th; concentration +16)

5th Level (5/day)- call spirit (DC 20), mass inflict light wounds (DC 20), slay livingM (DC 20), telekinesisS (DC 20), wall of ectoplasm (DC 20)

4th Level (7/day)- blood crow strike, fearM (DC 19), inflict critical wounds (DC 19), speak with haunt (DC 19), spiritual allyS, wall of bone

3rd Level (7/day)- animate deadM, black sword of war (DC 18), dark-light (DC 18), deeper darkness, heroismS, inflict serious wounds, speak with dead (DC 18)

2nd Level (7/day)- darkness, death knell (DC 17), deathwine, false lifeM, inflict moderate wounds (DC 17), lesser animate dead, spiritual weaponS, transmute wine to blood

1st Level (8/day)- cause fearM (DC 16), deathwatch, detect undead, doom (DC 16), infernal healing (DC 16), inflict light wounds (DC 16), murderous crow, unseen servantS

0-Level (at will)- bleed (DC 15), create water, detect magic, grasp, guidance, read magic, resistance, sotto voce (DC 15), vigor

Mystery Bones; Spirit Ancestors


Statistics

Str 10, Dex 22, Con 14, Int 12, Wis 13, Cha 20

Base Atk +8; CMB +8 (+10 with grapple); CMD 24

Traits House of Green Mothers Pupil, Final Embrace

Feats Blood Drinker (humans), Command Undead*, Familiar Bond, Improved Familiar, Improved Familiar Bond, Stealthy*, Two-Weapon Fighting, Weapon Finesse*, Weapon Focus (spear)

Skills Bluff +11, Craft (alchemy) +22, Disable Device +22, Escape Artist +14, Intimidate +20, Knowledge (religion) +16, Perception +7/+8, Sense Motive +5, Spellcraft +5, Stealth +35, Use Magic Device +9

Languages Common, Necril

SQ ancestors’ council 4/day, bonded spirit (ancestors, bones, dark tapestry, juju, lore, occult, shadow, slums, tribe), dreamshard focus (Fear), oracle curse (powerless prophecy), trapfinding +1

Gear belt of physical might +4 (Dex, Con) (40,000 gp), bloodstone impaler (23,302 gp), cauldron of brewing (3,000 gp), death’s head talisman (18 HD) (1,800 gp), headband of mental prowess +2 (Wis, Cha) (10,000 gp), oracle’s kit (9 gp), portable alchemist’s lab (75 gp), robe of bones (2,400 gp), spiritwalk armor (25,160 gp), +1 wooden stake (2,300 gp), 8 gp


Rigil, Quasit Familiar (Prankster)

Effective Wizard Level 12

CE Tiny outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +16


Defense

AC 22, touch 14, flat-footed 20 (+2 Dex, +8 natural, +2 size)

hp 28; fast healing 2

Fort +3, Ref +7, Will +8

DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10


Offense

Speed 20 ft., fly 50 ft. (perfect)

Melee 2 claws +12 (1d3–1 plus poison), bite +12 (1d4–1)

Space 2-½ ft.; Reach 0 ft.

Spell-Like Abilities (CL 6th, concentration +6)

At will—detect good, detect magic, ghost sound (CL 12th, DC 10), invisibility (self only), mage hand (CL 12th), prestidigitation (CL 12th)

1/day—cause fear (30-foot radius, DC 11)

1/week—commune (six questions)


Statistics

Str 8, Dex 14, Con 11, Int 11, Wis 12, Cha 11

Base Atk +8; CMB +8 (+12 with dirty trick); CMD 17 (19 vs. dirty trick)

Feats Greater Dirty Trick*, Improved Dirty Trick*, Improved Initiative, Weapon Finesse

Skills Bluff +12, Fly +20, Intimidate +15, Knowledge (planes) +6, Perception +7, Stealth +25

Languages Abyssal, Common; telepathy (touch)

SQ autonomous link, change shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph), glib comedy, speak with master


Special Abilities


Poison (Ex) Claw—injury; save Fortitude DC 13; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves. The DC includes a +2 racial bonus.

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