Nether Troll

Under Construction

Nether Troll CR 9
CN Medium Outsider (Chaotic, Extraplanar);
Init +8 (+8 Dex); Senses darkvision 180 ft., Scent,
superior low-light vision, See in Darkness, true seeing,
superior darkvision, see invisibility, Listen +10, Spot +10;
Languages Common, Giant, Undercommon;

DEFENSE
AC 20, touch 18, flatfooted 20 (+8 Dex, +2 natural);
hp 50 (9d8+9);
Fort +7, Ref +14, Will +6;
Racial Save Modifiers +4 fear;
DR 5/lawful; Resist cold 15;
Defensive Abilities Evasion, Uncanny Dodge, Regeneration 1;
Immune death effects, death by massive damage,
petrification, involuntary polymorph effects;

OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.;
Space 5 ft.; Reach 5 ft.;
Base Atk +9; Grp +9;
Full Melee 2 claws +17 (1d4) and bite +12 (1d4);
Special Attacks Magic Chaos Strike, On Demand Weaponry, Sneak Attack +5d6;
Spell-like Abilities (CL 9th, Cha-based DC 15 + spell level)
Constant—deep breath, find traps, golem strike, grave strike, hunter's eye, nondetection, see invisibility, shadow phase, superior darkvision, true seeing, veil of shadow, vine strike; At will—summon weapon, vital strike; 1/minute—lion's charge, wraithstrike; 3/day—darkness, shadow walk; 1/day—deeper darkness;

STATISTICS
Str 11, Dex 27, Con 13, Int 15, Wis 10, Cha 21;
Feat Weapon Finesse;
Pathfinder Feat Shadow Strike;
Racial Bonus Feat Darkstalker;
Skill Ranks Balance 5 ranks, Bluff 5 ranks, Concentration 12 ranks, Escape Artist 6 ranks, Gather Information 5 ranks, Hide 10 ranks, Knowledge (arcana, dungeoneering, geography, local, nature, planes, religion) 1 rank, Move Silently 10 ranks, Listen 10 ranks, Search 10 ranks, Sense Motive 10 ranks, Spellcraft 5 ranks, Spot 10 ranks, Survival 5 ranks, Tumble 10 ranks;
Synergy +2 Balance, +4 Diplomacy, +2 Disguise (acting), +2 Intimidate, +2 Jump, +2 Knowledge (nature), +2 Sleight of Hand, +2 Survival (to follow tracks);
Racial +8 Climb, +8 Swim;
SQ Hide in Plain Sight, Shadow Blend;
Advancement by character class;

ABILITIES
Nether trolls are proficient with all weapons it can summon using its summon weapon spell-like ability, in addition to any other weapons for which it gains proficiency normally.
On Demand Weaponry (Su): Any weapon summoned by a nether troll using its summon weapon spell-like ability is a masterwork weapon made of any functional material it chooses. While the effect lasts, any melee weapon summoned becomes a +1 aquatic shadow-striking weapon.
Regeneration (Ex): In addition to fire, lawful weapons and effects deal normal damage to a nether troll. If a nether troll loses a limb or body part, the lost portion regrows in 10d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Magic Chaos Strike (Su): A nether troll's natural weapons and unarmed strikes are considered magic and chaotic for the purpose of overcoming damage reduction.
See in Darkness (Su): A nether troll can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Hide in Plain Sight (Ex): A nether troll can use the hide skill even while observed, except in natural daylight or the area of a daylight spell or similar effect.
Shadow Blend (Su): In any conditions other than full daylight, a nether troll can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Sneak Attack (Ex): A nether troll possesses the Sneak Attack ability of a rogue with an effective class level equal to its racial Hit Dice.

TYPICAL GEAR
medium masterwork nightscale armor
    (+2 AC, +10 max Dex, -0 check penalty, 5% AF, 3 lbs.);

NOTES
Note A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action.

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