FEL MINION, GREATER
Conjuration (Calling) [Evil]
Level: Fel 8
As fel minion, except that any fel minion you call gains a +2 bonus to each ability score other than intelligence. Alternatively, you may call a felbrute instead (with no ability score increase).
Corruption Cost: 2d12 points of Wisdom damage.
NEW MONSTER
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NEW MONSTER
Note:
Constant spell-like abilities may only affect the creature possessing
them, and remain active indefinitely until dismissed or dispelled. If
dismissed or dispelled, each one can be reactivated as a swift action.
FELBRUTE CR 10
NE Medium outsider (evil, extraplanar)
Init +4; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft.,
low-light vision, detect magic, see invisbility, See in darkness; Listen +13, Spot +13
DEFENSE
AC 30, touch 20, flat-footed 30 (+4 Dex, +10 natural, +6 deflection)
hp 92 (8d8+56)
Fort +13, Ref +10, Will +10
DR 10/magic and adamantine;
Defensive Abilities Mettle, Evasion, Uncanny Dodge; Fast healing 1;
Immune poison; Resist acid 15, cold 15, electricity 15, fire 15, sonic 10, force 5
OFFENSE
Speed 60 ft., fly 90 ft. (good), swim 50 ft.
Melee slam +16 (2d6+12)
Melee large felaxe +17/+12 (2d8+12/x3)
Melee large felaxe +17/+12 (2d8+8/x3) and slam +11 (2d6+4)
Ranged large felaxe +17/+12 (2d8+8/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Felaxe, Pounce, Sprint
Spell-Like Abilities (CL 10th)
Constant—accelerated movement, deep breath, detect magic,
see invisibility, wraithstrike, undetectable alignment
At will—enlarge weapon, mindless rage (DC 18), mystic aegis,
resurgence (self only), rhino's rush, shock and awe
1/minute—false life, fear (DC 20), whirling blade
Maneuvers and Stances Known (IL 8th)
Stances—iron guard's glare (1st), punishing stance (1st), thicket of blades (3rd)
Strikes—disarming strike (2nd), leading the attack (1st), mithral tornado (4th),
steel wind (1st), vanguard strike (1st)
Counters—lightning recovery (4th), wall of blades (2nd)
Boosts—sudden leap (1st)
Other—iron heart surge (3rd)
STATISTICS
Str 27, Dex 19, Con 25, Int 13, Wis 18, Cha 23
Base Atk +8
Feats Power Attack, Imperious Command, Brutal Throw
FELBRUTE CR 10
NE Medium outsider (evil, extraplanar)
Init +4; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft.,
low-light vision, detect magic, see invisbility, See in darkness; Listen +13, Spot +13
DEFENSE
AC 30, touch 20, flat-footed 30 (+4 Dex, +10 natural, +6 deflection)
hp 92 (8d8+56)
Fort +13, Ref +10, Will +10
DR 10/magic and adamantine;
Defensive Abilities Mettle, Evasion, Uncanny Dodge; Fast healing 1;
Immune poison; Resist acid 15, cold 15, electricity 15, fire 15, sonic 10, force 5
OFFENSE
Speed 60 ft., fly 90 ft. (good), swim 50 ft.
Melee slam +16 (2d6+12)
Melee large felaxe +17/+12 (2d8+12/x3)
Melee large felaxe +17/+12 (2d8+8/x3) and slam +11 (2d6+4)
Ranged large felaxe +17/+12 (2d8+8/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Felaxe, Pounce, Sprint
Spell-Like Abilities (CL 10th)
Constant—accelerated movement, deep breath, detect magic,
see invisibility, wraithstrike, undetectable alignment
At will—enlarge weapon, mindless rage (DC 18), mystic aegis,
resurgence (self only), rhino's rush, shock and awe
1/minute—false life, fear (DC 20), whirling blade
Maneuvers and Stances Known (IL 8th)
Stances—iron guard's glare (1st), punishing stance (1st), thicket of blades (3rd)
Strikes—disarming strike (2nd), leading the attack (1st), mithral tornado (4th),
steel wind (1st), vanguard strike (1st)
Counters—lightning recovery (4th), wall of blades (2nd)
Boosts—sudden leap (1st)
Other—iron heart surge (3rd)
STATISTICS
Str 27, Dex 19, Con 25, Int 13, Wis 18, Cha 23
Base Atk +8
Feats Power Attack, Imperious Command, Brutal Throw
Bonus Feats Darkstalker, Combat Reflexes, Quick Recovery, Stand Still
Skill Trick Never Outnumbered
Skills Balance +9, Bluff +13, Climb +12, Concentration +19, Diplomacy +10,
Escape Artist +9, Hide +6, Intimidate +26, Jump +21, Knowledge (any six) +2 each,
Listen +13, Martial Lore +2, Move Silently +6, Perform (weapon drill) +15,
Psicraft +10, Search +9, Sense Motive +13, Spot +13, Spellcraft +10,
Survival +8 (+10 following tracks), Tumble +15
Racial Modifiers +4 Climb, +8 Concentration, +8 Intimidate, +6 Jump, +4 Listen,
+8 Perform (weapon drill), +4 Spot, +4 Sense Motive, +4 Spellcraft,
+4 Psicraft, +6 Tumble, +4 Survival
Synergy +2 Intimidate, +4 Diplomacy, +2 Disguise (when acting)
Languages Abyssal, Infernal, Common, Undercommon; telepathy 150 ft.
SQ Aquatic Combat, Dark Harrier, Grace, Powerful Build, Reign of Darkness,
Skill Trick Never Outnumbered
Skills Balance +9, Bluff +13, Climb +12, Concentration +19, Diplomacy +10,
Escape Artist +9, Hide +6, Intimidate +26, Jump +21, Knowledge (any six) +2 each,
Listen +13, Martial Lore +2, Move Silently +6, Perform (weapon drill) +15,
Psicraft +10, Search +9, Sense Motive +13, Spot +13, Spellcraft +10,
Survival +8 (+10 following tracks), Tumble +15
Racial Modifiers +4 Climb, +8 Concentration, +8 Intimidate, +6 Jump, +4 Listen,
+8 Perform (weapon drill), +4 Spot, +4 Sense Motive, +4 Spellcraft,
+4 Psicraft, +6 Tumble, +4 Survival
Synergy +2 Intimidate, +4 Diplomacy, +2 Disguise (when acting)
Languages Abyssal, Infernal, Common, Undercommon; telepathy 150 ft.
SQ Aquatic Combat, Dark Harrier, Grace, Powerful Build, Reign of Darkness,
SPECIAL ABILITIES
A felbrute’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Aquatic Combat (Su): A felbrute suffers no combat penalties when fighting or even when throwing its axe underwater.
Dark Harrier (Su): Enemies that a felbrute threatens while in its true form, suffer a profane penalty to Concentration checks, Tumble checks and attack rolls made against targets other than a felbrute and/or its gear, equal to 2 + 1 for every 6 Hit Dice the felbrute has.
Felaxe (Su): As an immediate or free action, a felbrute can instantaneously call a +1 shadow striking throwing returning ghost touch adamantine waraxe of any size it can use without penalty (usually of large size). It may only have one such weapon at a time, so whenever it calls new one, any weapon it called previously, immediately disappears and returns whence it came. If the felbrute dies or is forced back to its home plane, both it and its axe immediately disappear whence they came. A felbrute can use the waraxe in one hand, but will use two hands when making attacks of opportunity, using the power attack feat or performing a martial maneuver.
Grace (Su): A felbrute in its true form, gains a deflection bonus to AC equal to its charisma bonus.
Maneuvers and Stances Known (Ex): A felbrute begins each encounter with all maneuvers it knows readied, and may use each of them once per encounter. It must rest and meditate for 5 minutes to recover all expended maneuvers.
A felbrute’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Aquatic Combat (Su): A felbrute suffers no combat penalties when fighting or even when throwing its axe underwater.
Dark Harrier (Su): Enemies that a felbrute threatens while in its true form, suffer a profane penalty to Concentration checks, Tumble checks and attack rolls made against targets other than a felbrute and/or its gear, equal to 2 + 1 for every 6 Hit Dice the felbrute has.
Felaxe (Su): As an immediate or free action, a felbrute can instantaneously call a +1 shadow striking throwing returning ghost touch adamantine waraxe of any size it can use without penalty (usually of large size). It may only have one such weapon at a time, so whenever it calls new one, any weapon it called previously, immediately disappears and returns whence it came. If the felbrute dies or is forced back to its home plane, both it and its axe immediately disappear whence they came. A felbrute can use the waraxe in one hand, but will use two hands when making attacks of opportunity, using the power attack feat or performing a martial maneuver.
Grace (Su): A felbrute in its true form, gains a deflection bonus to AC equal to its charisma bonus.
Maneuvers and Stances Known (Ex): A felbrute begins each encounter with all maneuvers it knows readied, and may use each of them once per encounter. It must rest and meditate for 5 minutes to recover all expended maneuvers.
Powerful Build (Ex): A felbrute in its true form can wield weapons one size category larger than itself without penalty. For any opposed check a felbrute may treat itself as being one size larger than it really is, whenever doing so proves advantageous.
Reign of Darkness (Ex): Enemies treat the area threatened by a felbrute as difficult terrain.
Sprint (Ex): Once per minute as a free action while in its true form, a felbrute may increase its land speed by 60 ft, its fly speed by 200 ft and its swim speed by 40 ft. for 1 round.
Reign of Darkness (Ex): Enemies treat the area threatened by a felbrute as difficult terrain.
Sprint (Ex): Once per minute as a free action while in its true form, a felbrute may increase its land speed by 60 ft, its fly speed by 200 ft and its swim speed by 40 ft. for 1 round.
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