Inkling

This is a draft of Inkling as a unique black slaad.

This is a "very loose and liberal" interpretation of a freeform online RP character that knowingly deviates from normal D&D 3.5 guidelines.

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.

INKLING CR 30
Unique N Huge Outsider (Chaotic, Extraplanar)
Init +10; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 500 ft.,
    true seeing, see in darkness, superior low-light vision, Mindsight,
    see invisibility, Listen +45, Spot +45;
Languages Common, Undercommon, Abyssal, Infernal, plus 11 more; telepathy 300 ft.;

DEFENSE
AC 48, touch 14, flat-footed 42 (-2 size, +6 Dex, +34 natural);
hp 665 (30d8+510);
Fort +33, Ref +30, Will +33; SR 40; DR 15/epic and cold iron and lawful;
Defensive Abilities Fast Healing 30;
Immune disease, poison, sonic; Resist acid 15, cold 15, electricity 15, fire 15;

OFFENSE
Speed 120 ft., fly 240 ft. (good), swim 80 ft.
Typical Standard Melee unarmed strike +46 (6d6+6d8+30)
    and "snap kick" +46 (6d6+6d8+10);
Full Melee unarmed strike +48/+43/+38/+33 (6d6+6d8+30)
    and 2 claws +48/+43/+38 (6d8+20/19-20) and 4 tongues +48 (10d4 chaos touch)
Typical Standard Ranged chaos spittle +41 touch (20d4)
Space 15 ft.; Reach 15 ft. (30 ft. with claws);
Base Atk +30; Grp +58;
Special Attacks Pounce, Rebuke Oozes, Summon Slaad, Stun,
    Sneak Attack +1d6, Skirmish +1d6;
Spell-like Abilities (CL 30th, save DCs are charisma based)
    Constant—deep breath, magic circle against law,
        mind blank, see invisibility, true seeing;   
    At will—animate objects, circle of death (DC 29), chaos hammer (DC 29),
        cloak of chaos, death knell, deeper darkness, dispel law, fear,
        finger of death (DC 30), fireball (DC 26), fly, greater dispelling, identify,
        improved invisibility, lightning bolt (DC 26), plane shift,
        power word blind, power word kill, protection from law,
        telekinesis (DC 28), shatter (DC 25), greater teleport, word of chaos;
    1/day—implosion (DC 32), peripety, ruin (DC 33), spell worm (33)
Typical Cleric Spells Prepared (CL 30th, save DC 23 + spell level)
     0—create water (2), detect magic, guidance (2), resistance (2);
    1st—blood wind (7), divine favor, entropic shield, obscuring mist;
    2nd—align weapon, bull’s strength (5), desecrate (2), eagle’s splendor;
    3rd—invisibility purge, magic circle against good,
         greater magic weapon (4), protection from energy, wind wall (2);
    4th—death ward (2),  freedom of movement (3),
        mass conviction (2), mass shield of faith (2);
    5th—break enchantment, dispel good, righteous might (3), flame strike (4);
    6th—banishment (2), blade barrier*, cometfall, heal (3), undeath to death;
    7th—ravage (4), blasphemy, regenerate (3);
    8th—antimagic field, fire storm (2), profane aura, illusion purge (2), whirlwind;
    9th—gate, power word kill*, miracle (3), sublime revelry (2).
    *Domain spell. Domains: Ooze and War.

STATISTICS
Str 50, Dex 22, Con 42, Int 36, Wis 36, Cha 36
Feats & Bonus Feats Improved Unarmed Strike, Superior Unarmed Strike,
    Beast Strike, Multiattack, Improved Multiattack,
    Rapidstraike (claws), Improved Rapidstrike (claws),
    Improved Natural Weapon (claws), Hammer Fist,
    Versatile Unarmed Strike, Combat Expertise,
    Improved Combat Expertise, Snap Kick, Power Attack, Power Throw,
    Improved Natural Weapon (unarmed),
    Improved Natural Weapon (claws), Insightful Reflexes
    Imperious Command, Improved Feint, Intimidating Strike,
    Endurance, Steadfast Determination, Quick Recovery,
    Blind-Fight, Improved Sunder, Improved Trip, Improved Grapple
    Improved Bull Rush, Knockback, Mind Sight
    Combat Reflexes, Stand Still, Defensive Sweep,
    Improved Toughness, Mind Over Body, Knowledge Devotion
    Track, Run, Urban Tracking, Darkstalker,
    Quick Reconnoiter, Improved Initiative,
    Brutal Throw, Point Blank Shot, Far Shot, Precise Shot, Zen Archery,
    Eschew Material Components
Epic Feat Ignore Material Components
Skill Tricks Group Fake Out, Never Outnumbered
Skills Balance +42, Bluff +45, Concentration +46, Diplomacy +43, Escape Artist +38,
    Hide +30, Intimidate +43, Jump +56, Knowledge (any 6) +36,
    Knowledge (any 5) +18, Listen +45, Move Silently +38, Search +45,
    Spellcraft +43, Sense Motive +45, Spot +45, Tumble +42, Use Magic Device +41
Synergy (incomplete)
SQ Alternate Form, Amphibious, Reign of Fury, Reaving Strikes, Strong Claws, Weaponbreaker

SPECIAL ABILITIES
Inkling's natural and weapon attacks overcome damage reduction as if epic and cold iron and chaotic.
Amphibious (Ex): Inkling is equally at home on land or underwater, and can breathe air and water. 
Alternate Form (Su): A black slaad can shift between its natural and any humanoid form at will as a standard action. A black slaad can remain in humanoid form indefinitely. The ability is otherwise similar to alter self cast by a 30th-level caster.
Stun (Ex): A black slaad can make an attack as if it had the Stunning Fist feat (see Chapter 5 of the Player’s Handbook) eleven times per day. The Fortitude save DC is 43. The black slaad can stun with its tongues, as well as its claws and unarmed strikes.
Chaos Touch (Ex): On a successful tongue melee attack, the slaad deals 10d4 points of chaotic damage. Unless the chaos infecting the wound is somehow neutralized (i.e. dispel chaos), it deals another 5d4 points of chaotic damage every subsequent round for 11 rounds. The effect of magic circle against chaos or protection from chaos will reduce this damage by half.
Chaos Spittle (Ex): A black slaad can spit a glob of chaos at any target it can see within 120 feet as a ranged touch attack. The chaos deals 20d4 points of chaos damage (no splash damage). Unless the chaos is somehow neutralized (i.e. dispel chaos), the glob deals another 10d4 points of damage every subsequent round for 11 rounds. The effect of magic circle against chaos or protection from chaos will reduce this damage by half.
Summon Slaad (Sp): Three times per day a black slaad can attempt to summon 2–4 death slaadi (80% success rate), or 1–2 white slaadi (40% success rate).
Extending Claws (Ex):Whenever Inkling attacks with a claw, he may extend that claw to effectively double his reach. He also threatens the area within this expanded reach.
Pounce (Ex): If Inkling charges, he can make a full attack in the same round.
Reaving Strikes (Ex): Inkling's natural weapons and unarmed strikes overcome damage reduction based on any type of metallic material.
Weaponbreaker (Ex): When a black slaad sunders an object, it rolls damage twice and takes the higher of the two rolls as the roll to break it.
Reign of Fury (Ex): Enemies treat the area threatened by Inkling as difficult terrain.
Strong Claws (Ex): Inkling always adds his full strength bonus to damage when using his claw attacks.
Typical Cleric Spells Prepared
Inkling casts spells as 30th-level cleric (6/10/9/9/9/9/8/8/7/7) with access to the Slime and War domains. 
Rebuke Oozes: Inkling can rebuke or command oozes as an evil cleric rebukes or commands undead. This ability is usable a number of times per day equal to 3 + your Charisma modifier.


MINIONS
Inkling's minions are comprised mostly of living spells, other slaad, harpies, various hags, night hags, various nagas including spirit nagas, unseelie fey including sirines, and obyrinths (commonly sibriex).

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