Nebben Dahmeluc
A tall and statuesque lady whose copper skin has metallic sheen and her jet black hair shine as if they were sprinkled with diamond dust.
CR 5; XP 1,600
N Medium Outsider (earth, fire)
Init +0; Senses darkvision 60 ft.; Perception +12
Defense
AC 18, touch 10, flat-footed 18 (+8 natural)
hp 51 (6d10+18)
Fort +8, Ref +4, Will +8
DR 5/adamantine; Immune electricity, fire
Weakness vulnerable to cold
Offense
Speed 30 ft.; burrow 30 ft., climb 30 ft., fly 30 ft. (perfect)
Melee 2 slams +10 (1d6+4 plus 1d6 fire)
Special Attacks heat (1d6)
Spell-Like Abilities (CL 8th, concentration +9)
3/day—plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only)
Statistics
Str 18, Dex 10, Con 16, Int 15, Wis 17, Cha 13
Base Atk +6; CMB +10; CMD 20
Feats Alertness, Lightning Reflexes, Skill Focus (Appraise)
Skills Appraise +24, Climb +12, Diplomacy +10, Fly +17, Knowledge (nobility) +11, Knowledge (planes) +11, Perception +14, Profession (merchant) +12, Sense Motive +14; Racial Modifiers +10 Appraise
Language Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
SQ child of earth and fire, smelt wealth
Ecology
Environment any
Organization unique
Treasure standard
Special Abilities
Child Of Earth And Fire Nebben is native to both Earth and Fire planes. She can see through flame and smoke, glide through stone, crystal, and metal like a shaitan, and hold her breath for up to 1 hour. Her natural attacks are treated as adamantine, cold iron, and silver for purpose of penetrating damage reduction and blocking regeneration.
Smelt Wealth (Su) Nebben can transform valuable metal from one form to another. She can make a pile of coins of one type melt and turn into pile of coins of different type of the same value, minus a 10% "transaction fee". She can also incinerate a pile of coins making it burn but leaving diamond dust instead of ash, worth approximately 90% of the value of the smelted coins.
A bastard child of an efreeti heiress and a shaitan mercenary guard, Nebben was discreetly sent away by their kin far away from their holdings not long after she grew out of her childhood. She was given in apprenticeship to a traveling janni merchant together with a substantial amount of money. While she had a moderate amount of success as a merchant, she truly found her calling in money-changing business after she confronted her grandfather and requested a wish as her price for severing the ties and relinquishing any rights to inheritance. She asked for and was granted an ability to change money, though the magic always consumes part of the valuables in the process. Despite the cost involved, and her payment added, the demand for her skills is great as the planar trade involves transportation of enormous volume of wealth.
Occasionally she is conjured by mortal adventurers to help them deal with monstrous hoards, and transform them into more compact form. She usually demands some trinket or jewelry taken from the hoard as her personal payment for such services.
Blog dedicated to Fantasy, SF, roleplaying games, writing, and occasional creative hijinks by Drejk.
2016-04-24
2016-04-18
Planar NPC: Dahlabrik The Sadist
Dahlabrik The Sadist
This is a very thin, very sinuous, and very pale anthropomorphic silhouette with two pairs of wings made of feathers and rusted iron wire. It wears a suit of black leather with lots of metal studs and carries a black leather bag.
CR 5; XP 1,600
NE Medium Outsider (evil)
Init +4; Senses darkvision 60 ft., deathwatch, Perception +11
Defense
AC 18, touch 12, flat-footed 16 (+2 armor, +4 Dex, +2 natural)
hp 57 (6d10+24); regeneration 10 (good or silver)
Fort +9, Ref +9, Will +2
DR 5/good or silver; Immunity disease, fear, pain, poison; Resist acid 5, cold 5, electricity 5, fire 5
Offense
Speed 30 ft.; fly 30 ft. (average)
Melee 4 wings +10 (1d4+2 plus torment)
Spell-Like Abilities (CL 6th, concentration +8)
Constant—deathwatch, detect poison
3/day—lesser restoration
Statistics
Str 14, Dex 18, Con 18, Int 15, Wis 15, Cha 15
Base Atk +6; CMB +8; CMD 22
Feats Diehard, Endurance, Weapon Finesse
Skills Fly +13, Heal +20, Intimidate +15, Knowledge (nature) +11, Perception +11, Profession (torturer) +11, Sense Motive +11, Stealth +13; Racial Modifiers +4 Heal, +4 Intimidate
Language Abyssal, Celestial, Infernal; telepathy 100 ft.
SQ agonizing rejuvenation, questionable medicine
Ecology
Environment any
Organization unique
Treasure black medicine bag (Heal bonus included in the stat block)
Special Abilities
Agonizing Rejuvenation (Su) Dahlabrik can share his formidable regenerative abilities with a willing or helpless creature. As long as he can hold the subject in his arms, the subject regenerates 10 points of damage per round and suffers a terrible, mind-twisting pain that erodes the victim's sense of self inflicting 1 point of temporary Charisma damage per round. Creatures that are unconscious or immune to pain can't be affected by this ability.
Questionable Medicine (Su) Dahlabrik is quite adapt at dealing with diseases and poisons. When he successfully treats disease or poison, the recipient gains a +10 competence bonus to the following saving throw instead of +4 and if the saving throw is successful it counts as two successes for the purpose of ending the affliction. However, the harrowing and painful treatment inflicts 1 point of temporary Charisma damage, regardless of the treatment's success.
Torment (Su) Dahlabrik wings deliver jolts of pain upon a successful strike. A creature that is not immune to pain suffers a –1 penalty to attack rolls, saving throws, ability checks, and skill checks for each wing that hit it for 1 round. Dahlabrik can deliver those jolts of pain without inflicting actual wounds by making a melee touch attacks with his wings.
Dahlabrik The Sadist is a fiendish being that loves to inflict physical pain. A gossip goes around claiming that Dahlabrik is a fallen kyton, cast out for his philosophical failures, though he vehemently denies that. Despite being extremely cruel and desiring little except chance to inflict prolonged pain on everyone, he is surprisingly friendly fellow, blatantly honest about his desire to torment others. While he is not above tormenting helpless victim given a chance, he has found his niche offering medical aid to those in desperate need of it, desperate enough to accept the extra amount of pain as the payment. Dahlabrik never agrees to use his lesser restoration spell-like ability to cure Charisma damage caused by his other abilities.
Black Medicine Bag
Aura faint necromancy; CL 5th
Slot none; Price 2,600 gp; Weight 1 lb
Description This black bag contains tools and drugs required by a professional healer to perform his duties. It acts as a healer's kit with unlimited number of uses and grants +5 competence bonus to Heal checks.
This is a very thin, very sinuous, and very pale anthropomorphic silhouette with two pairs of wings made of feathers and rusted iron wire. It wears a suit of black leather with lots of metal studs and carries a black leather bag.
CR 5; XP 1,600
NE Medium Outsider (evil)
Init +4; Senses darkvision 60 ft., deathwatch, Perception +11
Defense
AC 18, touch 12, flat-footed 16 (+2 armor, +4 Dex, +2 natural)
hp 57 (6d10+24); regeneration 10 (good or silver)
Fort +9, Ref +9, Will +2
DR 5/good or silver; Immunity disease, fear, pain, poison; Resist acid 5, cold 5, electricity 5, fire 5
Offense
Speed 30 ft.; fly 30 ft. (average)
Melee 4 wings +10 (1d4+2 plus torment)
Spell-Like Abilities (CL 6th, concentration +8)
Constant—deathwatch, detect poison
3/day—lesser restoration
Statistics
Str 14, Dex 18, Con 18, Int 15, Wis 15, Cha 15
Base Atk +6; CMB +8; CMD 22
Feats Diehard, Endurance, Weapon Finesse
Skills Fly +13, Heal +20, Intimidate +15, Knowledge (nature) +11, Perception +11, Profession (torturer) +11, Sense Motive +11, Stealth +13; Racial Modifiers +4 Heal, +4 Intimidate
Language Abyssal, Celestial, Infernal; telepathy 100 ft.
SQ agonizing rejuvenation, questionable medicine
Ecology
Environment any
Organization unique
Treasure black medicine bag (Heal bonus included in the stat block)
Special Abilities
Agonizing Rejuvenation (Su) Dahlabrik can share his formidable regenerative abilities with a willing or helpless creature. As long as he can hold the subject in his arms, the subject regenerates 10 points of damage per round and suffers a terrible, mind-twisting pain that erodes the victim's sense of self inflicting 1 point of temporary Charisma damage per round. Creatures that are unconscious or immune to pain can't be affected by this ability.
Questionable Medicine (Su) Dahlabrik is quite adapt at dealing with diseases and poisons. When he successfully treats disease or poison, the recipient gains a +10 competence bonus to the following saving throw instead of +4 and if the saving throw is successful it counts as two successes for the purpose of ending the affliction. However, the harrowing and painful treatment inflicts 1 point of temporary Charisma damage, regardless of the treatment's success.
Torment (Su) Dahlabrik wings deliver jolts of pain upon a successful strike. A creature that is not immune to pain suffers a –1 penalty to attack rolls, saving throws, ability checks, and skill checks for each wing that hit it for 1 round. Dahlabrik can deliver those jolts of pain without inflicting actual wounds by making a melee touch attacks with his wings.
Dahlabrik The Sadist is a fiendish being that loves to inflict physical pain. A gossip goes around claiming that Dahlabrik is a fallen kyton, cast out for his philosophical failures, though he vehemently denies that. Despite being extremely cruel and desiring little except chance to inflict prolonged pain on everyone, he is surprisingly friendly fellow, blatantly honest about his desire to torment others. While he is not above tormenting helpless victim given a chance, he has found his niche offering medical aid to those in desperate need of it, desperate enough to accept the extra amount of pain as the payment. Dahlabrik never agrees to use his lesser restoration spell-like ability to cure Charisma damage caused by his other abilities.
Black Medicine Bag
Aura faint necromancy; CL 5th
Slot none; Price 2,600 gp; Weight 1 lb
Description This black bag contains tools and drugs required by a professional healer to perform his duties. It acts as a healer's kit with unlimited number of uses and grants +5 competence bonus to Heal checks.
2016-04-11
Planar NPC: Ghrribbeet The Broker
Ghrribbeet The Broker
A bloated anthropomorphic figure with a toad-like head and grayish skin. It is clad in a long robe of fine quality made of red and purple cloth.
CR 5; XP 1,600
CN Medium Outsider (chaotic)
Init +2; Senses darkvision 60 ft., scent, Perception +14
Defense
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 57 (6d10+24); regeneration 5 (cold iron)
Fort +9, Ref +4, Will +8
DR 5/cold iron; Immunity ingested disease and poison, nauseated, sickened; Resist acid 10, cold 10, electricity 10, fire 10
Offense
Speed 30 ft.; climb 20 ft., swim 20 ft.
Melee 2 slams +10 (1d6+4)
Spell-Like Abilities (CL 12th, concentration +14)
Constant—discern lies (DC 16), planar adaptation
At will—identify, magic missile
1/day—greater teleport (self plus 50 lbs. of objects only), plane shift (self plus 50 lbs. of objects only)
Statistics
Str 18, Dex 14, Con 18, Int 27, Wis 17, Cha 15
Base Atk +6; CMB +10; CMD 22
Feats Alertness, Breadth Of Experience, Skill Focus (Diplomacy)
Skills Diplomacy +14, Knowledge (arcana) +25, Knowledge (dungeoneering) +25, Knowledge (geography) +25, Knowledge (history) +25, Knowledge (local) +25, Knowledge (nature) +25, Knowledge (nobility) +25, Knowledge (planes) +25, Knowledge (religion) +25, Linguistics +17, Perception +14, Sense Motive +14, Spellcraft +17
Language Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Ignan, Infernal, Protean, Sylvan, Terran, Undercommon; telepathy 100 ft.
SQ lore-broker, water breathing
Ecology
Environment any
Organization unique
Treasure standard
Special Abilities
Lore-Broker (Ex) Ghrribbeet The Broker treats all Knowledge skills as his class skills, gains an insight bonus to all Knowledge checks equal to his Hit Dice, can take 10 on any Knowledge checks, and can take 20 on Knowledge check once per day. He also ignores racial prerequisite of Breadth Of Experience feat.
Ghrribbeet The Broker is a dedicated businessman dealing in knowledge of all kinds. Secret lore, public gossip, ancient stories, and the current news, he tries to keep track of everything. Whatever knowledge he gathers, it is open for exchange. He will trade gossip for gossip, secret for secret... As long as the discussion happens in a civilized way over an exquisite feast and a bottle of fine liquor. He will eagerly trade information when conjured but his payment must involve both interesting information (or stories and legends) and high quality feast. As a connoisseur of tastes and experiences, he does not find any food repugnant or odious, though he won't tolerate bland meals. As an outsider he does not have to eat in the first place, so why would he lower himself to feeding on anything that does not agitate his sense of smell and taste.
Ghrribbeet The Broker avoids fighting. He will flee when possible, negotiate when escape is unlikely and won't agree to fight for others, regardless of offered payment, though he might share information about available mercenary forces for a fee. He is a jovial fellow that does not hold grudge against others for reasons other than direct violence against his person (including coercing him to fight with magic). He doesn't mind other joking at his expense or being lied to. He won't tell lies while trading information, though he is not above telling lies in casual conversation or omitting information if not directly asked about them.
A bloated anthropomorphic figure with a toad-like head and grayish skin. It is clad in a long robe of fine quality made of red and purple cloth.
CR 5; XP 1,600
CN Medium Outsider (chaotic)
Init +2; Senses darkvision 60 ft., scent, Perception +14
Defense
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 57 (6d10+24); regeneration 5 (cold iron)
Fort +9, Ref +4, Will +8
DR 5/cold iron; Immunity ingested disease and poison, nauseated, sickened; Resist acid 10, cold 10, electricity 10, fire 10
Offense
Speed 30 ft.; climb 20 ft., swim 20 ft.
Melee 2 slams +10 (1d6+4)
Spell-Like Abilities (CL 12th, concentration +14)
Constant—discern lies (DC 16), planar adaptation
At will—identify, magic missile
1/day—greater teleport (self plus 50 lbs. of objects only), plane shift (self plus 50 lbs. of objects only)
Statistics
Str 18, Dex 14, Con 18, Int 27, Wis 17, Cha 15
Base Atk +6; CMB +10; CMD 22
Feats Alertness, Breadth Of Experience, Skill Focus (Diplomacy)
Skills Diplomacy +14, Knowledge (arcana) +25, Knowledge (dungeoneering) +25, Knowledge (geography) +25, Knowledge (history) +25, Knowledge (local) +25, Knowledge (nature) +25, Knowledge (nobility) +25, Knowledge (planes) +25, Knowledge (religion) +25, Linguistics +17, Perception +14, Sense Motive +14, Spellcraft +17
Language Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Ignan, Infernal, Protean, Sylvan, Terran, Undercommon; telepathy 100 ft.
SQ lore-broker, water breathing
Ecology
Environment any
Organization unique
Treasure standard
Special Abilities
Lore-Broker (Ex) Ghrribbeet The Broker treats all Knowledge skills as his class skills, gains an insight bonus to all Knowledge checks equal to his Hit Dice, can take 10 on any Knowledge checks, and can take 20 on Knowledge check once per day. He also ignores racial prerequisite of Breadth Of Experience feat.
Ghrribbeet The Broker is a dedicated businessman dealing in knowledge of all kinds. Secret lore, public gossip, ancient stories, and the current news, he tries to keep track of everything. Whatever knowledge he gathers, it is open for exchange. He will trade gossip for gossip, secret for secret... As long as the discussion happens in a civilized way over an exquisite feast and a bottle of fine liquor. He will eagerly trade information when conjured but his payment must involve both interesting information (or stories and legends) and high quality feast. As a connoisseur of tastes and experiences, he does not find any food repugnant or odious, though he won't tolerate bland meals. As an outsider he does not have to eat in the first place, so why would he lower himself to feeding on anything that does not agitate his sense of smell and taste.
Ghrribbeet The Broker avoids fighting. He will flee when possible, negotiate when escape is unlikely and won't agree to fight for others, regardless of offered payment, though he might share information about available mercenary forces for a fee. He is a jovial fellow that does not hold grudge against others for reasons other than direct violence against his person (including coercing him to fight with magic). He doesn't mind other joking at his expense or being lied to. He won't tell lies while trading information, though he is not above telling lies in casual conversation or omitting information if not directly asked about them.
2016-04-04
Monster: Fairhands
Fairhands
A tiny figure clad in leaves and flowers flutters through the air on a pair of colorful butterfly wings, showering ground with glittering dust. Where the dust drops, the vegetation blossoms.
CR 3; XP 800
CG Tiny Fey
Init +6; Senses low-light vision; Perception +10
Defense
AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 size)
hp 29 (5d6+12); fast healing 1
Fort +4, Ref +6, Will +6
DR 5/cold iron; Immune disease
Offense
Speed 20 ft., fly 30 ft. (perfect)
Space 2-1/2 ft.; Range 0 ft.
Special Attack living thorns
Statistics
Str 6, Dex 14, Con 14, Int 13, Wis 15, Cha 15
Base Atk +2; CMB –2; CMD 11
Feats Dodge, Flyby Attack, Improved Initiative
Skills Fly +22, Heal +10, Perception +10, Sense Motive +10, Sleight Of Hand +10, Stealth +18
Language Common, Sylvan
SQ blossoming life
Ecology
Environment any
Organization solitary or pair
Treasure standard
Special Abilities
Blossoming Life (Su) Fairhands constantly sheds a magical dust with strong life-giving properties. When the dust falls on a fertile soil, it causes vegetation to sprout spontaneously. Where the vegetation already exist it grows faster, to an extent limited by the fertility of the soil and availability of water and sunlight. Fairhands tending to a patch of vegetation for at least a week increases its yield as if using enrichment option of plant growth spell. When the fairhands' dust falls on living beings, it automatically stabilizes the dying. Additionally, the next time the living creature exposed to the dust recovers hit points the amount of hit points healed increases by 2d6. The dust loses its potency when the creature receives healing of any sort (including natural healing) and it can be easily washed away with water. Fairhands treats Heal as a class skill, and can use their dust as a substitute for a healer's kit.
Living Thorns (Sp) Fairhands can sprout and fire multiple thorns as a mean of defense, acting like magic missile with caster level equal to their HD. A creature struck with one of the thorns can refrain from removing it from the wound—its damage cannot be healed until the thorn is removed but the creature gains +2 bonus to saving throws against diseases for each living thorn stuck, up to a maximum of 5 thorns.
Fairhands are a faeries with especially strong ties to life and growth, often tending to gardens and glades within faerie forests. They are usually good-hearted and compassionate but capricious and childish. Their dust is sought after commodity, used by alchemists and artificers to create magic items with properties related to vitality and healing, it also makes a miraculous supplement for fertilizers...
Fairhands can become cohorts, equivalent to a 5th level character. They usually advance by taking oracle (life) levels, though they don't suffer from the oracle's curse.
A tiny figure clad in leaves and flowers flutters through the air on a pair of colorful butterfly wings, showering ground with glittering dust. Where the dust drops, the vegetation blossoms.
CR 3; XP 800
CG Tiny Fey
Init +6; Senses low-light vision; Perception +10
Defense
AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 size)
hp 29 (5d6+12); fast healing 1
Fort +4, Ref +6, Will +6
DR 5/cold iron; Immune disease
Offense
Speed 20 ft., fly 30 ft. (perfect)
Space 2-1/2 ft.; Range 0 ft.
Special Attack living thorns
Statistics
Str 6, Dex 14, Con 14, Int 13, Wis 15, Cha 15
Base Atk +2; CMB –2; CMD 11
Feats Dodge, Flyby Attack, Improved Initiative
Skills Fly +22, Heal +10, Perception +10, Sense Motive +10, Sleight Of Hand +10, Stealth +18
Language Common, Sylvan
SQ blossoming life
Ecology
Environment any
Organization solitary or pair
Treasure standard
Special Abilities
Blossoming Life (Su) Fairhands constantly sheds a magical dust with strong life-giving properties. When the dust falls on a fertile soil, it causes vegetation to sprout spontaneously. Where the vegetation already exist it grows faster, to an extent limited by the fertility of the soil and availability of water and sunlight. Fairhands tending to a patch of vegetation for at least a week increases its yield as if using enrichment option of plant growth spell. When the fairhands' dust falls on living beings, it automatically stabilizes the dying. Additionally, the next time the living creature exposed to the dust recovers hit points the amount of hit points healed increases by 2d6. The dust loses its potency when the creature receives healing of any sort (including natural healing) and it can be easily washed away with water. Fairhands treats Heal as a class skill, and can use their dust as a substitute for a healer's kit.
Living Thorns (Sp) Fairhands can sprout and fire multiple thorns as a mean of defense, acting like magic missile with caster level equal to their HD. A creature struck with one of the thorns can refrain from removing it from the wound—its damage cannot be healed until the thorn is removed but the creature gains +2 bonus to saving throws against diseases for each living thorn stuck, up to a maximum of 5 thorns.
Fairhands are a faeries with especially strong ties to life and growth, often tending to gardens and glades within faerie forests. They are usually good-hearted and compassionate but capricious and childish. Their dust is sought after commodity, used by alchemists and artificers to create magic items with properties related to vitality and healing, it also makes a miraculous supplement for fertilizers...
Fairhands can become cohorts, equivalent to a 5th level character. They usually advance by taking oracle (life) levels, though they don't suffer from the oracle's curse.
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