Dreadglare the Spellsire

A villain drafted for campaign needs.
Currently in need of development and minions.
Comments here are encouraged.

Dreadglare the Spellsire CR 29 (not including items)
Variable Half-Fiend Hive Mother;
Beholder Mage 1, Mindbender 1, Abjurant Champion 5, Paragnostic Apostle 3;
NE Huge Outsider (Native);
Init +18 Senses Darkvision 120 ft., All-around Vision, Listen +37, Spot +52;
Languages Common plus up to 13 more, Telepathy 100 ft.;

DEFENSE
AC 36, touch 10, flat-footed 34 (-2 size, +2 Dex, +26 natural);
hp 553 (20d8+5d10+5d4+420);
Fort +29, Ref +17, Will +37;
Defensive Abilities Fast Healing 1, Cannot be flanked
SR 35 DR 10/good; Immune poison;
Resist acid 15, cold 15, electricity 15, fire 15;

OFFENSE
Speed 5 ft., fly 20 ft. (good);
Standard Melee Attack
    unarmed strike +35 (4d6+7)
Full Melee Attack
    unarmed strike +35/+30/+25/+20 (4d6+7)
    and bite +30 (2d4+10)
Space 15 ft.; Reach 10 ft.;
Base Atk +27; Grp +42;
Special Attacks command beholder, smite good,
    improved grab, swallow whole
Beholder Mage Spells Per Day (CL 30th, DC 26 + spell level)
    6/10/10/9/9/9/9/8/8/7
Epic Spells Known (3 slots, CL 30th, DC 26 + spell level)
    epic mage armor, peripety;
Spell-like Abilities (CL 30th, DC 17 + spell level)
    3/day—alter fortune, greater spell immunity,
        manifest desire, manifest nightmare, find traps,
        resurgence, spell resistance, surge of fortune;
    1/day—forbiddance, choose destiny;

STATISTICS
Str 24, Dex 14, Con 39, Int 43, Wis 14, Cha 22 (26 point buy)
Feats Keen Intellect, Eschew Materials, Practiced Spellcaster (Beholder Mage),
    Mindsight, Combat Casting, Way of the Scorpion, Divine Denial;
Bonus Feats Alertness, Iron Will;
Epic Feats (2 feats allowed in place of 1 epic feat)
    Ignore Material Components, Epic Spellcasting,
    Craft Wonderous Item, Improved Unamred Strike,
    Knowledge Devotion, Superior Unarmed Strike;
Skill Tricks Collector of Stories
Skills (644 points) Appraise +35, Bluff +35,
    Concentration +47, Decipher Script +25 (+29 w/ scrolls),
    Disable Device +35, Disguise +27 (+31 to act), Diplomacy +27,
    Escape Artist +30, Forgery +30, Heal +26, Hide +27,
    Gather Information +27, Intimidate +30, Knowledge (arcana) +46,
    Knowledge (dungeoneering, local, nature, planes, religion, history) +31,
    Knowledge (prestige, engineering, psionics) +21,
    Listen +37, Move Silently +35, Psicraft +28,
    Search +35, Sense Motive +49, Sleight of Hand +30,
    Spellcraft +53 (+57 w/ scrolls), Spot +52, Survival +20, Swim +20,
    Tumble +25, Use Magic Device +39 (+46 w/ scrolls);
Synergy +3 Balance, +10 Diplomacy, +3 Gather Information, +3 Jump,
    +4 Intimidate, +2 Psicraft, +4 Spellcraft, +4 Sleight of Hand, +3 Survival
SQ Flight, Arcane Hands, Abjurant Armor, Extended Abjuration,
    Swift Abjuration (3rd level), Arcane Boost, Martial Arcanist, Holy Texts, Lore
    Knowledge is Power [manifest ethos, penetrating insight, mortal coil]

ABILITIES
Dreadglare's consitution and intelligence each include a +5 inherent bonus, and his natural weapons are considered magic and evil for the purpose of overcome damage reduction.
Beholder Mage Spellcasting: A beholder mage gains the ability to cast arcane spells. These spells are drawn from the sorcerer/wizard spell list. At 1st level, a beholder mage masters all the cantrips detailed in the Player's Handbook and also knows two 1st-level spells. Each time it gains a level, it automatically learns two more spells of any level it can cast.
To learn or cast a spell, a beholder mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a beholder mage's spell is 10 + the spell level + the beholder mage's Intelligence modifier. A beholder mage's spells function at a caster level equal to twice its beholder mage level.
A beholder mage can cast only a certain number of spells of each spell level per day. In addition, it receives bonus spells per day if it has a high Intelligence score.
A beholder mage combines the best of two worlds; it can learn new spells as a wizard can, and there is no upper limit to the number of spells it can learn and know. However, it casts its spells on the fly like a sorcerer. A beholder mage of high level typically knows a huge number of spells and can call upon any one of them at any time, providing it has a spell slot open of the appropriate spell level.
Starting at 1st level, whenever a beholder mage gains the ability to cast a new level of spells, it must sacrifice the use of its eye rays from one of its ten small eyestalks. From then on, that eyestalk casts spells of that level and is referred to as a spell-stalk. At 10th level, all of its eyestalks are spell-stalks.
As with its eye rays, casting a spell from a spell-stalk is a free action (although a single spell-stalk can cast only one spell per round). The spell is technically considered a cast spell (as opposed to the use of a spell-like ability), and thus the act of casting provokes attacks of opportunity normally. A spell cast from a spell-stalk otherwise resolves normally; unlike an eye ray, it does not need to make a ranged touch attack to successfully strike a target (unless the spell itself requires a touch attack). The standard hive mother limitation against turning more than six eyestalks in any particular direction (that is, forward, backward, left, right, up, or down) still applies.
Beholder mages do not require material components to cast their spells. The ruined central eye acts as an arcane focus for all the creature's spells. If a spell normally requires a material component that carries with it a gold-piece cost, the beholder mage instead spends a number of experience points equal to one-fifth of the normal gold-piece cost (minimum of 1 experience point). The somatic components of a beholder mage's spells are supplied by the weaving and waving of its spell-stalks. The verbal component of a beholder mage's spells is the creature's special spellcasting song. The song takes effort; a beholder mage that is casting spells cannot speak or use its mouth to do anything else that round, including making bite attacks.
Arcane Hands (Su): A beholder mage develops the ability to manipulate objects as if with a mage hand spell. This ability is constantly active and can not only manipulate objects but also use magic items like wands, staffs, rods, and some wondrous items (like a bag of tricks). The hand cannot activate items that must be worn to utilize an effect (such as a helm of brilliance).
A beholder mage's arcane hand has an effective Strength score equal to the creature's beholder mage class level. An arcane hand can be used to perform any attack or defensive action for which a regular hand can be used. Using an arcane hand to make an unarmed strike provokes attacks of opportunity unless the beholder mage has the Improved Unarmed Strike feat. Theoretically, a beholder mage with monk levels could use its arcane hand for its unarmed attacks.
Abjurant Armor (Su): Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on shield and similar spells instead of actual armor.
Extended Abjuration (Su): You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).
Swift Abjuration (Su): Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).
Arcane Boost (Su): Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round.
  • Bonus on attack rolls equal to the spell's level.
  • Bonus on weapon damage rolls equal to twice the spell's level.
  • Bonus to AC equal to the spell's level.
  • Bonus on saving throws equal to the spell's level.
  • Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level.
Martial Arcanist (Ex): At 5th level, you master the art of combining your militant and mystical training. From this point on, your caster level in a chosen arcane spellcasting class is equal to your base attack bonus (unless it would otherwise be higher). For example, a 7th-level fighter/1st-level wizard/5th-level abjurant champion has a base attack bonus of +12 (and thus a caster level of 12th). You can apply this benefit to only one arcane class to which you have added spellcasting levels by your advancement as an abjurant champion.
Holy Texts (Ex): Because of your study of sacred writings, your paragnostic apostle levels stack with other class levels for the purpose of turning or rebuking undead and level-dependent domain abilities. You do not gain such abilities if you do not already have them, however.
Knowledge Is Power (Ex): At each level, you gain a spellcasting enhancement based on your Knowledge skills. Each time you gain this feature, choose one of the following abilities for which you meet the skill-based prerequisites. Although you can choose some of these abilities multiple times (as indicated in the descriptions), you may not select the same one twice in a row, and the minimum required skill rank increases by 2 for each subsequent selection of the same ability.
These benefits apply to warlock invocations as well as spells, where applicable.
Manifest Ethos: Choose one non-neutral aspect of your own alignment (chaos, evil, good, or law). When you cast an energy-based offensive spell against one or more creatures with an opposing alignment component (chaos/law or good/evil), one-half the hit point damage dealt is pure divine power instead of its normal energy type, and thus not subject to reduction by energy resistance or immunity. You can select this ability multiple times, assuming that your alignment permits it, choosing a different aspect of your alignment each time. (Knowledge [religion] 8 ranks or [the planes] 10 ranks)
Mortal Coil: Your effective caster level increases by 1 when you cast transmutation spells. (Knowledge [nature] 6 ranks)
Penetrating Insight: You gain a +1 bonus on caster level checks made to overcome spell resistance, or to successfully dispel another caster's spell. (Knowledge [arcana] 9 ranks)
Lore (Ex): You can recall legends or information regarding various topics, just like a bard can with bardic knowledge. To use this ability, make a lore check (1d20 + twice your paragnostic apostle level + your Int modifier). Success grants you the same result as a bardic knowledge check would. If you have the bardic knowledge or lore ability from another class, your levels in those classes stack with your paragnostic apostle levels for the purpose of this check.

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