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The Majordomo
A cross between a bloated slug and a caterpillar, with a vaguely humanoid face, adorned with a beard and mane of wiggling tendrils, and compound eyes. It has a pair of tentacles that hold a smoking pipe.
CR 5; XP 1,600
NE Large Outsider (evil, extraplanar)
Init –1; Senses darkvision 60 ft., low-light vision, aura sight; Perception +14
Defense
AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
hp 57 (6d10+24)
Fort +9, Ref +1, Will +10
Defensive Abilities hard to move; DR 5/good; Immune disease, poison; Resist acid 10, cold 10, electricity 10, fire 10, sonic 10
Offense
Speed 10 ft.
Melee 2 slams +10 (1d8+5)
Ranged thrown object (or minion) +5 (1d4+5 or 1d6+5)
Space 10 ft.; Reach 5 ft.
Special Attacks hurl minion
Spell-Like Abilities (CL 6th, concentration +7)
Constant—aura sight, tongues
At Will—dancing lights, dimension door (self and 50 lbs of equipment only), mage hand, prestidigitation
1/day—summon (a total of 6 HD of serviles)
Statistics
Str 20, Dex 8, Con 18, Int 17, Wis 17, Cha 13
Base Atk +6; CMB +12; CMD 21 (can't be tripped)
Feats Alertness, EnduranceB, Iron Will, Throw Anything
Skills Bluff +10, Diplomacy +10, Intimidate +10, Knowledge (arcana) +12, Knowledge (nobility) +9, Knowledge (planes) +12, Knowledge (religion) +12, Perception +14, Sense Motive +14
Language Abyssal, Celestial, Draconic, Infernal, Protean; tongues
Hard To Move (Ex) The Majordomo can't be knocked prone. Any forced movement applied to its body is reduced by 5 feet to a minimum of 0 feet.
Hurl Minion (Ex) The Majordomo can grab an adjacent Small or smaller corporeal ally and throw it like an improvised weapon with range increment of 20 feet. The Majordomo can aim at a creature or object, dealing 1d6+5 points of bludgeoning damage (1d4+5 for Tiny minions) to both the target and the impromptu projectile or throw the minion to an empty square, treating the hurled creature as a splash weapon to determine the scattering on miss. After a successful attack is resolved, the minion lands on a square adjacent to the target. A minion unwilling to be thrown can make a Reflex saving throw (DC 12) to escape The Majordomo clutches.
The chant is that the Majordomo was a servilis, until it consumed souls of so many weak and inept masters, it ascended beyond its petty status. A bit. No longer a mere servant, the Majordomo definitely is no master. Yet. For now, the Majordomo hires its services as a manager for lesser entities and bids its time to ascend even further.
The Majordomo is a haughty creature, and yet, it retains some of its old toadying customs, albeit dramatically overdoing in displays of contemptuous sarcasm.
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