Paln/pf

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Paln
CR 18 (153600 XP)
Female {{{folk}}} inquisitor (spellbreaker) 7
LE Medium outsider (baatezu, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +21
Defense
AC 28, touch 18, flat-footed 20 (+8 Dex, +10 natural)
hp 230 (12d10+7d8+133)
Fort +20, Ref +18, Will +16
Defensive Abilities barbed defense
DR 10/good
Immune fire, poison
Resist acid 10, cold 10
SR 22
Offense
Speed 30 ft.
Melee 2 claws +22 (2d8+5/20 plus fear and grab)
Ranged +1 composite longbow +26/+21/+16/+11 (1d8+6/19-20/x3)
Special Attacks fear, impale 3d8+9
Spell-Like Abilities (CL 12th; concentration +18):
At will—greater teleport (self plus 50 lbs. of objects only), hold person (DC 17), major image (DC 17), produce flame, pyrotechnics (DC 16), scorching ray (2 rays only)
1/day—order's wrath (DC 18), summon (level 4, 1 hamatula 35%), unholy blight (DC 18)
Inquisitor Spells Known (CL 7th; concentration +12):
(5/4/2, DC 15+level)

3rd—dimensional anchor, dispel magic
2nd—confess, cure moderate wounds, silence, undetectable alighment
1st—command, disguise self, forbid action, lend judgment, true strike

0—daze, detect magic, disrupt undead, guidance, light, read magic
Tactics
During Combat
Statistics

Str 21, Dex 27, Con 24, Int 12, Wis 20, Cha 22
Base Atk +17; CMB +22; CMD 40

Feats Alertness, Clustered Shots, Deadly Aim, Extended Bane, Improved Critical (longbow), Iron Will, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot
Skills Acrobatics +3 +8 +6=+17, Bluff +3 +6 +12=+21, Diplomacy +3 +6 +6=+15, Escape Artist +8 +10=+18, Intimidate +3 +6 +12=+21, Knowledge (planes) +3 +1 +12=+16, Knowledge (religion) +3 +1 +12=+16, Perception +3 +5 +19 +4=+33, Sense Motive +3 +5 +12 +4=+24, Spellcraft +3 +1 +16=+20, Stealth +3 +8 +4=+15, Survival +3 +5 +12=+20
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Gear +1 composite longbow, belt of incredible dexterity +2
Special Abilities

Barbed Defense (Su): A creature that strikes a hamatula with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+6 points of piercing damage from the devil's barbs. Melee weapons with reach do not endanger a user in this way.

Fear (Su): A barbed devil's fear attack affects any creature it damages with its claws. A DC 22 Will save resists this effect, otherwise the victim becomes frightened for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.

Impale (Ex): A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.