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The scarred and stitched form of a reaping horror, typically stands thirty feet tall with a generally humanoid anatomy. The humanoid nature of its anatomy deviates with regard to the two sets of arms that emerge from the sides of its upper torso, and three pairs of spiked tentacles mounted down its backside. The larger set of arms end in curved blades of bone that function like scythes. The smaller set of arms placed below the larger ones, are more akin to those of most humanoids, although these end in clawed hands. A reaping horror also wears a gaunt face, with deep eye sockets and an unusually wide toothy maw.
Reaping Horror CR 21
CE Huge Outsider (Chaotic, Evil, Extraplanar);
Init +6 (+6 Dex); Senses blindsight 60 ft., darkvision 300 ft., Scent,
superior low-light vision, tremorsense 60 ft., Listen +5, Spot +5;
Languages Abyssal, Common, Celestial, Draconic,
Infernal, Undercommon; telepathy 100 ft.;
DEFENSE
AC 37, touch 14, flatfooted 31 (-2 size, +6 Dex, +23 natural);
hp 368 (21d8+273);
Fort +25, Ref +18, Will +17;
DR 15/good and cold iron; SR 29; Resist cold 15, electricity 15;
Defensive Abilities Fast Healing 1, Regeneration 1;
Immune acid, death effects, death by massive damage,
involuntary mind-affecting effects, poison;
Weakness Light Blindness;
OFFENSE
Speed 60 ft., fly 120 ft. (average), climb 50 ft., swim 50 ft.;
Space 15 ft.; Reach 15 ft.;
Base Atk +21; Grp +45;
Full Melee 2 scythe-arms +35/+30/+25 (6d6+16/15-20/x5) and
2 claws +35 (2d6+8) and 6 spiked tentacles +35 (2d6+8) and bite +35 (3d6+8);
Special Attacks Acid Breath, Acidic Blood, Augmented Critical,
Chaotic Evil Cold Iron Strike, Reaving Strikes;
Spell-like Abilities (CL 21st, Cha-based DC 22 + spell level)
Constant—blood wind, camouflage, ghost trap, nondetection; At will—barghest's feast;
STATISTICS
Str 43, Dex 23, Con 37, Int 20, Wis 20, Cha 34;
Feats Improved Critical [scythe-arms], Improved Natural Weapon [scythe-arms], Improved Rapidstrike [scythe-arms], Rapidstrike [scythe-arms], Power Attack, Improved Bull Rush, Knockback;
Epic Feat Spellcasting Harrier;
Racial Bonus Feats Blind-Fight, Brutal Throw, Combat Reflexes, Multiattack, Improved Multiattack;
Skill Ranks Balance 0 ranks, Bluff 0 ranks, Concentration 0 ranks, Hide 0 ranks, Knowledge (arcana, dungeoneering, geography, local, nature, planes, religion) 0 ranks, Move Silently 0 ranks, Listen 0 ranks, Search 0 ranks, Sense Motive 0 ranks, Spellcraft 0 ranks, Spot 0 ranks, Survival 0 ranks, Tumble 0 ranks;
Synergy +0 Balance, +0 Diplomacy, +0 Disguise (acting), +0 Intimidate, +0 Jump, +0 Knowledge (nature), +0 Sleight of Hand, +0 Survival (to follow tracks);
Racial +8 Climb, +8 Swim;
Size Modifiers -8 Hide, +8 Intimidate;
SQ Amphibious;
Advancement undetermined;
ABILITIES
Acid Breath (Su): As a standard action, a reaping horror may breathe a 120-ft.-line of acid that deals 1d6 points of acid damage for every 2 Hit Dice (Ref DC 33 half). This save DC is constitution-based. A reaping horror must wait 1d4 rounds after using this ability, before it can be used again.
Acidic Blood (Ex): Whenever a creature threatened by a reaping horror, deals piercing or slashing damage to it with a melee or ranged attack, the reaping horror may instantly spray some of its blood upon that attacking creature using one of its attacks of opportunity for the round. This is considered a ranged touch attack with an absolute range equal to the reaping horror's natural reach, that deals an amount of acid damage equal to 1d6 plus the reaping horror's constitution bonus (if any).
Amphibious (Ex): A reaping horror can breathe air and water equally well.
Augmented Critical (Ex): A reaping horror's scythe-arms threaten a critical hit on a natural attack roll of 18-20, dealing quintuple damage on a successful critical hit.
Regeneration (Ex): In addition to fire, good weapons and effects deal normal damage to a reaping horror. If a reaping horror 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.
The scarred and stitched form of a reaping horror, typically stands thirty feet tall with a generally humanoid anatomy. The humanoid nature of its anatomy deviates with regard to the two sets of arms that emerge from the sides of its upper torso, and three pairs of spiked tentacles mounted down its backside. The larger set of arms end in curved blades of bone that function like scythes. The smaller set of arms placed below the larger ones, are more akin to those of most humanoids, although these end in clawed hands. A reaping horror also wears a gaunt face, with deep eye sockets and an unusually wide toothy maw.
Reaping Horror CR 21
CE Huge Outsider (Chaotic, Evil, Extraplanar);
Init +6 (+6 Dex); Senses blindsight 60 ft., darkvision 300 ft., Scent,
superior low-light vision, tremorsense 60 ft., Listen +5, Spot +5;
Languages Abyssal, Common, Celestial, Draconic,
Infernal, Undercommon; telepathy 100 ft.;
DEFENSE
AC 37, touch 14, flatfooted 31 (-2 size, +6 Dex, +23 natural);
hp 368 (21d8+273);
Fort +25, Ref +18, Will +17;
DR 15/good and cold iron; SR 29; Resist cold 15, electricity 15;
Defensive Abilities Fast Healing 1, Regeneration 1;
Immune acid, death effects, death by massive damage,
involuntary mind-affecting effects, poison;
Weakness Light Blindness;
OFFENSE
Speed 60 ft., fly 120 ft. (average), climb 50 ft., swim 50 ft.;
Space 15 ft.; Reach 15 ft.;
Base Atk +21; Grp +45;
Full Melee 2 scythe-arms +35/+30/+25 (6d6+16/15-20/x5) and
2 claws +35 (2d6+8) and 6 spiked tentacles +35 (2d6+8) and bite +35 (3d6+8);
Special Attacks Acid Breath, Acidic Blood, Augmented Critical,
Chaotic Evil Cold Iron Strike, Reaving Strikes;
Spell-like Abilities (CL 21st, Cha-based DC 22 + spell level)
Constant—blood wind, camouflage, ghost trap, nondetection; At will—barghest's feast;
STATISTICS
Str 43, Dex 23, Con 37, Int 20, Wis 20, Cha 34;
Feats Improved Critical [scythe-arms], Improved Natural Weapon [scythe-arms], Improved Rapidstrike [scythe-arms], Rapidstrike [scythe-arms], Power Attack, Improved Bull Rush, Knockback;
Epic Feat Spellcasting Harrier;
Racial Bonus Feats Blind-Fight, Brutal Throw, Combat Reflexes, Multiattack, Improved Multiattack;
Skill Ranks Balance 0 ranks, Bluff 0 ranks, Concentration 0 ranks, Hide 0 ranks, Knowledge (arcana, dungeoneering, geography, local, nature, planes, religion) 0 ranks, Move Silently 0 ranks, Listen 0 ranks, Search 0 ranks, Sense Motive 0 ranks, Spellcraft 0 ranks, Spot 0 ranks, Survival 0 ranks, Tumble 0 ranks;
Synergy +0 Balance, +0 Diplomacy, +0 Disguise (acting), +0 Intimidate, +0 Jump, +0 Knowledge (nature), +0 Sleight of Hand, +0 Survival (to follow tracks);
Racial +8 Climb, +8 Swim;
Size Modifiers -8 Hide, +8 Intimidate;
SQ Amphibious;
Advancement undetermined;
ABILITIES
Acid Breath (Su): As a standard action, a reaping horror may breathe a 120-ft.-line of acid that deals 1d6 points of acid damage for every 2 Hit Dice (Ref DC 33 half). This save DC is constitution-based. A reaping horror must wait 1d4 rounds after using this ability, before it can be used again.
Acidic Blood (Ex): Whenever a creature threatened by a reaping horror, deals piercing or slashing damage to it with a melee or ranged attack, the reaping horror may instantly spray some of its blood upon that attacking creature using one of its attacks of opportunity for the round. This is considered a ranged touch attack with an absolute range equal to the reaping horror's natural reach, that deals an amount of acid damage equal to 1d6 plus the reaping horror's constitution bonus (if any).
Amphibious (Ex): A reaping horror can breathe air and water equally well.
Augmented Critical (Ex): A reaping horror's scythe-arms threaten a critical hit on a natural attack roll of 18-20, dealing quintuple damage on a successful critical hit.
Regeneration (Ex): In addition to fire, good weapons and effects deal normal damage to a reaping horror. If a reaping horror 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.
Chaotic Evil Cold Iron Strike (Su): A reaping horror's natural weapons and unarmed strikes are considered chaotic and evil-aligned, as well as cold iron, for the purpose of overcoming damage reduction.
Reaving Strikes (Ex): A reaping horror's natural weapons and unarmed strikes overcome all forms of damage reduction based on a metallic material.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a reaping horror for 1 round. On subsequent rounds, it is dazzled as long as it remains in the affected area.
TYPICAL GEAR
Reaving Strikes (Ex): A reaping horror's natural weapons and unarmed strikes overcome all forms of damage reduction based on a metallic material.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a reaping horror for 1 round. On subsequent rounds, it is dazzled as long as it remains in the affected area.
TYPICAL GEAR
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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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