Академический Документы
Профессиональный Документы
Культура Документы
Str 10, Dex 22, Con 12, Int 12, Wis 13, Cha 8
Base Attack +6; CMB 6 CMD 22
Feats Deadly Aim, Improved Initiative, Point Blank Shot, Point
Blank Master, Precise Shot, Weapon Focus (longbow), Weapon
Specialization (longbow)
Skills Acrobatics +11 (+31 Jump), Climb +13, Craft (bowmaking)
+12, Ride +11, Spellcraft +6
Languages Common, elven
Combat Gear +1 studded leather, +1 longbow, mw short sword,
potion of cats grace*
Special Abilities
Hawkeye (Ex): Team Auriga gains a +2 bonus on Perception checks,
and the range increment for any bow they use increases by 10
feet.
Trick Shot (Ex): Team Auriga can perform disarm with a bow
against any target within 30 feet, with a 4 penalty to their
CMB.
Expert Archer (Ex): Team Auriga gains a +1 bonus on attack and
damage rolls with bows.
HP 20/26 (2d8+10)
Fort +9, Ref +8, Will +4
Offense
Speed 50 ft.
Melee 2 hooves +6 (1d6+6), bite +6 (1d4+6)
Space 10 ft.; Reach 5 ft.
Statistics
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Attack +1; CMB +7; CMD 21 (25 vs. trip)
Feats Run, light armor proficiency
Skills Perception +8
Gear chain barding
Metamagic Mastery (Su): Kellek can apply any one metamagic feat
that he knows to a spell he is about to cast. This does not alter
the level of the spell or the casting time. He can use this
ability twice per day. Any time he uses this ability to apply a
metamagic feat that increases the spell level by more than 1, he
must use an additional daily usage for each level above 1 that
the feat adds to the spell.
Melee 2 slams +15 (2d8+5 plus grab), tongue +10 touch (paralysis)
Special Attacks create spawn, paralysis (1d4 minutes, DC 19)
Statistics
Str 21, Dex 19, Con , Int 11, Wis 10, Cha 14
Base Attack +10; CMB +15 (+19 grapple); CMD 30
Feats Ability Focus (paralysis), Dodge, Improved Initiative,
Lightning Reflexes, Mobility, Skill Focus (Perception), Spring
Attack
Skills Climb +22, Perception +23, Stealth +21, Swim +19
Special Abilities
Create Spawn (Su) Humanoid creatures killed by a mohrg rise
immediately as fast zombies under the mohrg's control. The sudden
bloom of unlife when a mohrg's victim dies and becomes a zombie
causes a surge of negative energy to flow through the mohrg.
Whenever a mohrg creates a zombie in this manner, it is healed
1d6 hit points per HD possessed by the slain creature and acts as
if hasted for the round immediately following the spawn's
creation.
Str 12, Dex 10, Con 12, Int 12, Wis 17, Cha 12
Base Attack +9; CMB +10 CMD 22
Feats Combat Casting, Iron Will, Spell Focus (necromancy),
Channel Smite, Weapon Focus (Club), Extra Channeling
Skills Diplomacy +16, Knowledge (Arcana) +9, Knowledge (History)
+9, Knowledge (religion) +16, Spellcraft +16,
Languages Common, Infernal
SQ spontaneous casting (inflict spells), Channel Negative Energy
(6d6) 9/day
Combat Gear +1 Chainmail, +1 light fortification wooden shield,
+1 unholy club, Belt of Con +2, Strand of Prayer Beads,
Special Abilities
Bleeding Touch (Sp): As a melee touch attack, Bozal can cause a
living creature to take 1d6 points of damage per round for 6
rounds or until stopped with a DC 15 Heal check or any spell or
effect that heals damage. Bozal can use this ability 7 times per
day.
Death's Embrace (Ex): Bozal heals damage instead of taking damage
from channeled negative energy.
Destructive Smite (Su): Bozal gains the destructive smite power:
the supernatural ability to make a single melee attack with a +6
morale bonus on damage rolls. Bozal must declare the destructive
smite before making the attack and can use this ability 7 times
per day.
Destructive Aura (Su): At 8th level, Bozal can emit a 30-foot
aura of destruction for 12 rounds per day. All attacks made
against targets in this aura (including Bozal) gain a +6 morale
bonus on damage and all critical threats are automatically
confirmed.