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FP 20 x4
Draconic wraith
CELarge dragon
Init +15; Senses dragon senses; Perception +39
Aura frightful presence (360 ft., DC 32)
DEFENSE
STATISTICS
Str 39, Dex 10, Con 27, Int 20, Wis 25, Cha 24
Base Atk +26; CMB +43; CMD 52 (56 vs. trip)
Feats Alertness, Combat Expertise, Critical Focus, Flyby Attack, Greater Vital Strike, Improved Initiative, Improved Natural Attack (Bite), Improved Vital Strike, Multiattack, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)
Skills Fly +14, Handle Animal +31, Intimidate +34, Knowledge (arcana) +34, Knowledge (history) +34, Knowledge (geography) +34, Perception +39, Spellcraft +34, Stealth +22, Survival +35, Swim +50; Racial Modifiers +8 Swim
Languages Common, Draconic, Giant, Goblin, Orc
SQ charm reptiles, speak with reptiles, swamp stride, water breathing
SPECIAL ABILITIES
Crush (Ex)
A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon's
space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must
succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don't escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon's Strength bonus.
Abyssal ghoul (Advanced Nightwing) x4 FP 23
FP 19
DEFENSE
OFFENSE
TACTICS
Before Combat This creature summons shadows and casts haste on herself and the shadows before facing a potentially dangerous foe.
STATISTICS
Str 42, Dex 21, Con , Int 23, Wis 22, Cha 25
Base Atk +15; CMB +35 (+39 sunder); CMD 50 (52 vs. sunder)
Feats Cleave, Combat Reflexes, Command Undead, Great Cleave, Greater Sunder, Improved Initiative, Improved Iron Will, Improved Sunder, Iron Will, Power Attack, Snatch
Skills Fly +27, Intimidate +31, Knowledge (arcana) +30, Knowledge (planes) +27, Knowledge (religion) +30, Perception +30, Sense Motive +30, Spellcraft +30, Stealth +17 (+25 in areas of dim light and darkness), Swim +37; Racial Modifiers +8 Stealth in areas of dim light and darkness
Languages Abyssal, Aklo, Common, Draconic, Infernal, Undercommon; telepathy 100 ft.
SPECIAL ABILITIES
The bite of a nightwing drains magical power and energy. When a nightwing bites a foe, the victim must make a DC 40 Will save or one spell effect currently affecting him immediately endsdetermine which spell is drained randomly if the target is under the effects of more than one spell. The nightwing
heals damage equal to twice the level of the spell drainedhit points in excess of its maximum are instead gained as temporary hit points that last for 1 hour. If a nightwing attempts to sunder a magic item with its bite, its magic-draining bite renders the item nonmagical for 1d4 rounds (if the item is a
permanent magic item), drains 1d8 charges (if the item has charges), or renders it permanently non-magical (if the item is a one-use item). The item (or its wielder, if the item is attended) can resist this effect with a DC 40 Will save. Damage dealt to an item is applied after the effects of magic drain are
applied. The save DC is Charisma-based.
This creature has learned to weave the souls of her victims into an ectoplasmic planar conduit. Whenever she slays a living creature with at least 8 Hit Dice, she can activate this ability as an immediate action to create a conduit to the Negative Energy Plane that resembles a roiling black sheet centered on the
victim's space. The area within a 5-foot radius of the conduit gains the major negative-dominant planar trait, and the area within a 50-foot radius gains the minor negative-dominant planar trait. The conduit closes after 1 day per Hit Die the victim possessed or if it is included in the area of a dimensional lock
spell. As long as two conduits create overlapping minor negative-dominant zones, the area of overlap is a major negative-dominant zone. A soul affected by this ability is impossible to restore to life until the conduit is closed, and even then, it can be revived only with resurrection , true resurrection , miracle ,
or wish .
FP 21
Dracolich
Porapherah Fp 24
Poraphera
Dire abyssal ghouls 6 fp21+fp23
Abyssal ghoul (Advanced Nightwing) x4 Init +15; Senses darksense, darkvision 60 ft., detect magic , low-light vision; Perception +35
FP 19 Aura desecrating aura (30 ft.)
Init +10; Senses darksense, darkvision 60 ft., detect magic , low-light vision; Perception +30
Aura desecrating aura (30 ft.) DEFENSE Ncrotique aura (10 dgts par round, aucuibn pouvoir de soin dans la zone sauf si save volont DD 40 russi)
DEFENSE AC 48
hp 500
AC 43, touch 15, flat-footed 29 (+7 Dex, +21 natural) Fort +31, Ref +35, Will +40
hp 350 (25d8+147) DR 20/good and silver; Immune cold, undead traits; SR 40
Fort +26, Ref +24, Will +32 Weaknesses light aversion
DR 15/good and silver; Immune cold, undead traits; SR 28
Weaknesses light aversion OFFENSE
TACTICS Str 42, Dex 21, Con , Int 23, Wis 22, Cha 30
Base Atk +20; CMB +40 (+39 sunder); CMD 50 (52 vs. sunder)
Before Combat This creature summons shadows and casts haste on herself and the shadows before facing a potentially dangerous foe. Feats Cleave, Combat Reflexes, Command Undead, Great Cleave, Greater Sunder, Improved Initiative, Improved Iron Will, Improved Sunder, Iron Will, Power Attack, Snatch
Skills Fly +27, Intimidate +31, Knowledge (arcana) +30, Knowledge (planes) +27, Knowledge (religion) +30, Perception +30, Sense Motive +30,
Spellcraft +30, Stealth +17 (+25 in areas of dim light and darkness), Swim +37;
STATISTICS Languages Abyssal, Aklo, Common, Draconic, Infernal, Undercommon; telepathy 100 ft.
Str 42, Dex 21, Con , Int 23, Wis 22, Cha 25
Base Atk +15; CMB +35 (+39 sunder); CMD 50 (52 vs. sunder)
Feats Cleave, Combat Reflexes, Command Undead, Great Cleave, Greater Sunder, Improved Initiative, Improved Iron Will, Improved Sunder, Iron Will, Power Attack, Snatch
Skills Fly +27, Intimidate +31, Knowledge (arcana) +30, Knowledge (planes) +27, Knowledge (religion) +30, Perception +30, Sense Motive +30, Spellcraft +30, Stealth +17 (+25 in areas of dim light and darkness), Swim +37; Racial Modifiers +8 Stealth in areas of dim light and darkness
Languages Abyssal, Aklo, Common, Draconic, Infernal, Undercommon; telepathy 100 ft.
SPECIAL ABILITIES
When a nightwing bites a foe, the victim must make a DC 40 Will save or one spell effect currently affecting him immediately endsdetermine which spell is drained randomly if the target is under the effects of more than one spell. The nightwing heals damage equal to twice the level of the spell drainedhit
points in excess of its maximum are instead gained as temporary hit points that last for 1 hour.
Soul Conduit (Su)
This creature has learned to weave the souls of her victims into an ectoplasmic planar conduit. Whenever she slays a living creature with at least 8 Hit Dice, she can activate this ability as an immediate action to create a conduit to the Negative Energy Plane that resembles a roiling black sheet centered on the victim's space. The area within a 5-foot radius of the
conduit gains the major negative-dominant planar trait, and the area within a 50-foot radius gains the minor negative-dominant planar trait. The conduit closes after 1 day per Hit Die the victim possessed or if it is included in the area of a dimensional lock spell. As long as two conduits create overlapping minor negative-dominant zones, the area of overlap is a major
negative-dominant zone. A soul affected by this ability is impossible to restore to life until the conduit is closed, and even then, it can be revived only with resurrection , true resurrection , miracle , or wish .
Ncrophages des glaces 8 fp24
Necrophage des glaces fp24 Vorst ice archon Fp24
Init +14; Senses darksense, darkvision 60 ft., detect magic , low-light vision; Perception +35
Aura desecrating aura (30 ft.)
AC 50
hp 500
Fort +31, Ref +35, Will +40
DR 30/good and silver; Immune cold, undead traits; SR 40
Weaknesses Fire aversion
OFFENSE
AC 50
hp 500
Fort +26, Ref +40, Will +40
DR 30/good and silver; Immune fire, undead traits; SR 40
Weaknesses Fire aversion
OFFENSE