Ameaças. Malkizid

Malkizid, the Branded King

Large Outsider (Baatezu, Evil, Extraplanar, Lawful)

Climate/Terrain: The Barrens of Doom and Despair


Abilities
Malkizid. O Assalto a Bristar.

Str 30, Dex 21, Con 32, Int 31, Wis 28, Cha 31
Fort +29, Ref +23, Will +27

Hit Dice: 33d8+363 (511 hp)
Initiative: +9
Speed: 40 ft. (8 squares), fly 120 ft. (good)
Space/Reach: 10 ft./10 ft.

AC: 48 (–1 size, +5 Dex, +7 mithril shirt, +6 insight, +21 natural) touch 20, flat-footed 43

Attacks
Base Attack/Grapple: +33/+47
Attack: +45 melee (2d8 +12/17-20 + [2d6 unholy, +2 silver unholy bastard sword]) or +42 melee (2d6+10, tail)

Full Attack: +51/+46/+41/+36 melee (2d8+12/17-20 +[2d6 unholy, +2 silver unholy bastard sword]) and +43 melee (2d6+5, claw), or +48 melee (2d6+10, tail) and +47 melee (1d8+5, 2 claws)

Special Attacks
Brand, fear aura, prismatic disruption - spell-like abilities

Special Qualities
Baatezu traits, damage reduction 15/good and silver, immune to fire, immunity to poison, regeneration 8, resistance to acid 10 and cold 10, spell resistance 38

Skills
Balance +23, Bluff +46, Concentration +47, Diplomacy +46, Gather Information +46, Hide +37, Intimidate +46, Knowledge (arcana) +46, Knowledge (history) +46, Knowledge (nature) +28, Knowledge (the planes) +46, Knowledge (religion) +46, Listen +45, Move Silently +41, Search +46, Sense Motive +45, Spellcraft +46, Spot +45, Survival +27, Tumble +23

Feats
Cleave, Combat Expertise, Combat Refl exes, Dodge, Flyby Attack, Improved Critical (bastard sword), Improved Disarm, Improved Initiative, Leadership, Multiattack, Power Attack, Weapon Focus (bastard sword)

Organization: Solitary

Challenge Rating: 27

Treasure: Quadruple standard, plus +3 mithril shirt and +2 silver unholy bastard sword

Alignment: Lawful evil

Baatezu Traits
Malkizid can communicate telepathically with any creature within 100 feet that has a language. In addition, he can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Brand (Su)
Malkizid’s face is marked by a horrible, weeping brand. Any creature within 30 feet that meets Malkizid’s gaze is paralyzed for 1 hour and takes 2d6 points of Wisdom damage (Will DC 36 negates the paralysis and reduces the Wisdom damage to 1 point). Baatezu and yugoloths are affected only if Malkizid uses his brand as a gaze attack. The save DC is Charisma-based.

Fear Aura (Su): As a free action, Malkizid can create an aura of fear in a 20-foot radius. It otherwise functions as a fear spell (caster level 15th, save DC 36). If the save is successful, that creature cannot be affected again by the aura for 24 hours. Baatezu and yugoloths are immune to the aura.

Prismatic Disruption (Sp): Three times per day, Malkizid can create a prismatic disruption that affects all creatures within 30 feet currently under the effect of a spell or spell-like ability. Malkizid makes a dispel check against each spell or effect on each creature in the area as if casting greater dispelling; Malkizid’s dispel check modifier is +24 for these checks, and includes a racial +4 bonus. Creatures using magic items that grant constant bonuses are not affected, but magic items that replicate or grant spell effects and are actively doing so when Malkizid uses this ability are subject to the disruption. For each spell or effect that is dispelled, one randomly determined ray of a prismatic spray spell strikes the target creature (save DC 29). The save DC is Charisma-based. This ability is the equivalent of a 9th-level spell.

Regeneration (Ex): Malkizid takes normal damage from good-aligned silver weapons, and spells or effects with the good descriptor.

Spell-Like Abilities
At will—aid, animate objects, bestow curse (DC 23), contagion (DC 24), continual fl ame, dimensional anchor (+37 ranged touch), greater dispel magic, unholy blight (DC 24), imprisonment (DC 29), invisibility (self only), lesser restoration, polymorph (self only), power word stun, resist energy, summon monster VII, teleport (self plus 50 pounds of objects only), waves of fatigue; 3/day—blade barrier (DC 26), earthquake (DC 27), heal, mass charm monster (DC 28), permanency, resurrection, waves of exhaustion; 1/day—greater restoration, power word blind, power word kill, prismatic spray (DC 27), wish. Caster level 25th.

Spells
Malkizid casts divine spells as a 20th-level cleric with access to the domains of Destruction and Evil. While Malkizid no longer serves a deity, he is a servant of the universal forces of evil and woe.

Typical Cleric Spells Prepared (caster level 20th): 0—detect magic (3), light, mending, read magic; 1st—comprehend languages, deathwatche, divine favor (2), doom (DC 20), obscuring mist, protection from good D,E, protection from chaos, shield of faith; 2nd—align weapon (2), bull’s strength, darkness, desecrate D,E, hold person (DC 21), undetectable alignment, zone of truth; 3rd—animate dead E, create food and water, deeper darkness, invisibility purge, locate object, magic circle against good D,E, speak with dead, wind wall; 4th—cure critical wounds, death ward, dismissal (DC 23), giant vermin, inflict critical wounds D, sending, spell immunity, summon monster IV; 5th—dispel good (+42 melee touch, DC 24), greater command (DC 24), mass inflict light wounds D (DC 24), plane shift, scrying, slay living (+42 melee touch, DC 24), true seeing, wall of stone; 6th—banishment (2) (DC 25), create undead D,E, geas/quest, mass cure moderate wounds, symbol of fear (DC 25); 7th—blasphemy E (DC 26), destruction (DC 26), disintegrate D (+37 ranged touch, DC 26), greater scrying, mass cure serious wounds, repulsion (DC 26); 8th—antimagic field, discern location, fi re storm (DC 27), shield of law, summon monster VIII, unholy aura D,E; 9th—energy drain (+37 ranged touch), gate, implosion D (DC 28), mass heal, soul bind (DC 28), summon monster IX. D: Domain spell. Domains: Destruction (smite good 1/day, +4 on attack, extra 20 damage); Evil (cast evil spells [E] at +1 caster level).

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