Monsters/NPCs for Estrella
Bolsario
(Medium Winged Elf)
Simple description
Hit Dice: 18d10+108 (288 hp)Initiative: +12
Movement: 30 ft. (6 squares) Fly 60 ft. (Average)
Armor Class: 35 (Dex +9, Armor +5, Natural +4, Parry +2, Deflection +5)
Base Attack/Grapple: +18 / +24
Attack: Melee +35 Halberd (1d8+20+2d6 Sonic 18-20 x2 +1d10(Slash)+2d8(Sonic) on critical)
Full Attack: Melee +35/+30/+30/+20 Halberd
Space/Reach: 5 ft. / 5 ft.
Abilities:Improved Ephemeral Weapon
Special Qualities: None
Saves: Fort +18, Ref +20, Will +18
Attributes: Str 22, Dex 28, Con 14, Int 12, Wis 14, Cha 32
Skills: Acrobatics +20, Balance +18, Beguile +25, Concentration +16, Diplomacy +33, Discern Intent +16, Disguise +13, Escape Artist +23, Gather Information +13, Haggle +25, Knowledge (High Class) +13, Knowledge (Arcana) +13, Swim +8
Feats: Weapon Fixation (Halberd), Weapon Defensive (Halberd), Weapon Offensive (Halberd), Alert, Improved Weapon Fixation (Halberd), Improved Weapon Offensive (Halberd), Weapon Casting, Swift Spell, Rending Critical, Weapon Mastery, Weapon Grand master (Halberd), Improved Metamagic x2.
Environment:
Organization:
Difficulty Level:
Possessions: Gloves of Dex +6, Cloak of Charisma +6, Manual of Dexterity +4, Manual of Charisma +4, Ring of Protection +5, Belt of Strength +6, Bracers of Armor +5, Amulet of Natural Armor +4, Manual of Strength +2, Ring of Resistance +5. QGV Drops nothing on death
Spell/Attack Curve: Standard Magic, High Attack, Combatant
Definitions: Wizardry1 (Transmuter), Mystic Warrior, Wizards Associate, Wizard Baccalaureate
1 Bolsario uses Charisma despite having Wizardry as a PMA, this is unique to him.
Abilities
Improved Ephemeral Weapon
Use: InfiniteAction: Swift
Target: Self
Save: None
DC: N/A
Duration: Indefinite
As Lesser Ephemeral Weapon but the bonus grows by +1 at every level evenly divisible by 4; this bonus caps at level 20 with a +6, unlike crafted weapons. As with all enhanced weapon the hardness increases and the HP of the weapon increases. Ephemeral weapons do not have standard imbuement capacity and only gains a 1 capacity at level 5 and that is increased to 3 at level 10. Please note these selections can only be changed after the 24 hour period. This cannot be a Unique Weapon. As a note the weapon will gain 2 hardness and 10 hp for ever +1 enhancement modifier above +1.
Spell Casting
Spell Proficiency: 3
Caster Level: 18
Spells Known: 3 | 4/3/3/2/2/1
Spells Per Day: 5/5/4/4/3/2
Simplex Spells(DC 24)
Arcane TricksFree Hand
Touch of Fatigue
Spell Level 1(DC 25)
ShieldFlash Bang
Palm Burst
Reflexive Decoy
Spell Level 2(DC 26)
Mote (Sonic)Fairy Flame
Invisibility Retort
Spell Level 3(DC 27)
Hand's Off!!Palm Toss
Forced March
Spell Level 4(DC 28)
Energy Cloak (Sonic)Greater Invisibility
Steel Skin Prepared x2
Spell Level 5(DC 29)
Thoughtless FigmentAdamant Barrier
Spell Level 6(DC 30)
Mass Martial ReversalBolsario, Mutated
(Medium Winged Elf)
Simple description
Hit Dice: 18d10+162 (342 hp)Initiative: +12
Movement: 30 ft. (6 squares) Fly 60 ft. (Average)
Armor Class: 35 (Dex +9, Armor +5, Natural +4, Parry +2, Deflection +5)
Base Attack/Grapple: +18 / +29
Attack: Melee +40 Claws (1d8+21)
Full Attack: Melee +40/+35/+35/+25 Halberd
Space/Reach: 5 ft. / 5 ft.
Abilities: Spiked Step
Special Qualities: DR 8/- and Sonic Immunity
Saves: Fort +21, Ref +20, Will +18
Attributes: Str 32, Dex 28, Con 20, Int 12, Wis 14, Cha 32
Skills: Acrobatics +25, Balance +18, Beguile +25, Concentration +19, Diplomacy +33, Discern Intent +16, Disguise +13, Escape Artist +23, Gather Information +13, Haggle +25, Knowledge (High Class) +13, Knowledge (Arcana) +13, Swim +8
Feats: Weapon Fixation (Claws), Weapon Defensive (Claws), Weapon Offensive (Claws), Alert, Improved Weapon Fixation (Claws), Improved Weapon Offensive (Claws), Weapon Casting, Swift Spell, Rending Critical, Weapon Mastery, Weapon Grand master (Claws), Improved Metamagic x2.
Environment:
Organization:
Difficulty Level:
Possessions: Gloves of Dex +6, Cloak of Charisma +6, Manual of Dexterity +4, Manual of Charisma +4, Ring of Protection +5, Belt of Strength +6, Bracers of Armor +5, Amulet of Natural Armor +4, Manual of Strength +2, Ring of Resistance +5. QGV Drops nothing on death
Spell/Attack Curve: Standard Magic, High Attack, Combatant
Definitions: Wizardry1 (Transmuter), Mystic Warrior, Wizards Associate, Wizard Baccalaureate
1 Bolsario uses Charisma despite having Wizardry as a PMA, this is unique to him.
Abilities
Spiked Step(Ex)
Use: InfiniteAction: Move
Target: 20 ft. line
Save: None
DC: Reflex 24
Duration: Indefinite
Whenever mutated Bolsario moves he created a shockwave of transmuted ground that fires spikes upward. These spikes deal 10d6 piercing damage. A Reflex save will half the damage.
Spell Casting
Spell Proficiency: 3
Caster Level: 18
Spells Known: 3 | 4/3/3/2/2/1
Spells Per Day: 5/5/4/4/3/2
Simplex Spells(DC 24)
Arcane TricksFree Hand
Touch of Fatigue
Spell Level 1(DC 25)
ShieldFlash Bang
Palm Burst
Reflexive Decoy
Spell Level 2(DC 26)
Mote (Sonic)Fairy Flame
Invisibility Retort
Spell Level 3(DC 27)
Hand's Off!!Palm Toss
Forced March
Spell Level 4(DC 28)
Energy Cloak (Sonic)Greater Invisibility
Steel Skin Prepared x2
Spell Level 5(DC 29)
Thoughtless FigmentAdamant Barrier
Spell Level 6(DC 30)
Mass Martial ReversalDomesolmoro
(Gargantuan Dragon)
Simple description
Hit Dice: 18d12+252 (374 hp)Initiative: +1
Movement: 50 ft. (10 squares) and 120 ft. Fly (Poor)
Armor Class: 31 (Dex +1, Size -4, Natural Armor +12, Armor +9)
Base Attack/Grapple: +18/+36
Attack: Melee +27 Claws (Primary)(2d6+12), Melee +27 Tail(Secondary) (3d6+12), Melee Bite (Secondary) (4d6+12)
Full Attack: Melee Claws Primary +27/+22/+22/+12; Melee Secondary +27/+22/+22/+12
Space/Reach: 20 ft. / 10 ft.
Abilities: Breath Weapon
Special Qualities: Immunity to heat and electricity.
Saves: Fort +19, Ref +7, Will +13
Attributes: Str 22, Dex 12, Con 26, Int 14, Wis 14, Cha 20
Skills: Discern Intent +16, Diplomacy +23, Intimidate +19, Investigate +16, Knowledge (Arcana) +16, Knowledge (High Class) +16
Feats: Weapon Fixation (Natural), Weapon Offensive (Natural), Weapon Defensive (Natural), Combat Prowess, Improved Weapon Fixation (Natural), Improved Weapon Offensive (Natural), Indomitable, Untouchable, Unbreakable, Alert, Reckless Abandon, Improved Trample, Weapon Mastery (Natural), Rending Critical (Natural), Primal Attack, Improved Primal Attack, Swift Supernatural Ability, Bolster Breath Weapon
Environment: Any
Organization: Solitary
Difficulty Level: DL 18
Possessions: None
Spell/Attack Curve: High Attack, Null, Combatant
Definitions: Dragon, Melee Combatant (Natural)
Abilities
Breath Weapon
Use: 9 per dayAction: Standard action
Target: 90 ft. cone or 5 targets; see text
Save: Reflex or none; see text
DC: 27
Duration: Instantaneous or until dismissed; see text
The primary damage type of this weapon is 6d10 Heat and 6d10 Electrical damage. This is a plasma based breath weapon
that creates and area of hot ionized gas. Creatures within this area take a split of electric and heat damage.
Another use of this breath weapon is to polzarize opponents and stick them to any surface of Domesolmoro's choice. This
does not grant any saves and cannot be resisted. The effect lasts as long as Domesolmoro wants it to. Subjects will take
crushing damage for every 10 ft. they 'fall' towards the designated surface.
Fermion Fumble(Su)
Use: 2 per dayAction: 1 Standard action
Target: Single creature within 100 ft.
Save: Fortitude; partial
DC: 24
Duration: Instantaneous
A selected target must roll a fortitude save the moment this ability is used on them. If they fail they take 40d6 true damage as they appear to melt in on themselves for a moment and into the ground. As the effect finishes they shunt back into shape and out of the floor. On a successful fortitude save the user does not melt in on themselves but does take 10d6 true damage from being shunted out of the ground.
Italminanaeska Forward Commander
(Medium Half-Dragon Half-Human)
A Half-dragon human from the spliced corps. of Italminanaeska's forces. Powerful on their own, and excellent at rallying their own troops.
Hit Dice: 15d10+171 (258 hp)Initiative: +4
Movement: 30 ft
Armor Class: 34 (+1 Dex, +13 Armor,+5 Natural Armor,+3 Deflection, and Parry +2)
Base Attack/Grapple: +15/+24
Attack: Melee +33 Longsword (2d6+24 19-20 x2 +1d10 on critical)
Full Attack: Melee +
Space/Reach: 5 ft. / 5 ft.
Abilities: Animal Companion (Wyvern), On My Mark
Special Qualities: Damage Reduction 4/-, Immune to Electricity, considered to have a Draconic Bloodline.
Saves: Fort +17, Ref +10, Will +14
Attributes: Str 28, Dex 12, Con 19, Int 16, Wis 12, Cha 26
Skills: Acrobatics +19, Balance +11, Concentrate +16, Diplomacy +10, Discern Intent +10, Escape Artist +3, Intimidate +18, Knowledge (Arcana) +13, Listen +18, Move Silently -2, Perform (Rally) +18, Ride +16, Spot +14, and Swim +16
Feats: Weapon Fixation (Longsword), Weapon Defensive (Longsword), Strong Constitution, Alert, Reckless Abandon, Weapon Offensive (Longsword), Improved Weapon Fixation (Longsword), Improved Weapon Offensive (Longsword), Rending Critical (Longsword), Weapon Mastery (Longsword), Improved Shove, Weapon Grand Master (Longsword)
Environment: Any
Organization: Solitary, Group (2-7)
Difficulty Level: 15
Possessions: Longsword +5, Belt of Strength +6, Cloak of Charisma +6, Mobile Full Plate +5, Amulet of Natural Armor +3, Ring of Protection +3, and Ring of Resistance +4. QGV 17,000 gp- 23,000 gp
Spell/Attack Curve: High Attack, Basic Magic, Combat Focus.
Definitions: Natural Leader, Resistive Focus (Will), Arcanist, Outrider
Abilities
Inspiration
Use: 15 per dayAction: Full round
Target: All allies within earshot
Duration: While Maintained + 5 rounds after dropping the performance.
All allies gain a +3 morale bonus to Attack and Damage for the duration.
On My Mark
Use: 4 Per DayAction: Full Round
Target: 5 ft. Radius centered on the user
Duration: Instant
Allies around the commander, not the commander itself, gain an immediate move or standard action to use right away, or not at all. Unlike typical full round action times, this activates right away, but does prevent you from moving until the beginning of your next turn.
Spell Casting
Spell Proficiency: 1
Caster Level: 7
Spells Known: 2 - 3/2/1/1
Spells Per Day: 6/5/3/3
Spell Level Simplex(DC 19)
Detect MagicLight
Spell Level 1(DC 20)
CharmStifle
Palm Burst (5d10+5 Electric Damage)
Spell Level 2(DC 21)
Energy FluxScan
Spell Level 3(DC 22)
Hands Off!!Spell Level 4(DC 23)
Steel SkinItalminanaeska War Wyvern, Animal Companion
(Large Dragon)
A common non-intelligent wyvern used in Italminanaeska's war efforts.
Hit Dice: 15d12+180 (283 hp)Initiative: +4
Movement: 20 ft. 100 ft. (Average)
Armor Class: 35 (+4 Dex, +10 Natural, +9 Armor, +2 Deflection)
Base Attack/Grapple: +15/+27
Attack: Melee Bite +24 (1d10+13), Melee Talon +24 (2d4+8 19-20 x2), Melee Sting +24(1d6+8 x3)
Full Attack: 1 Bite, 2 Talons, and 1 Sting
Space/Reach: 5 ft. / 5 ft. (10 ft. with tail)
Abilities: Greater Breath Weapon (10d10), Envenomate, Endure, Shattering Feedback
Special Qualities: DR 2/-, immunity to electricity.
Saves: Fort +16, Ref +18, Will +13
Attributes: Str 28, Dex 18, Con 23, Int 3, Wis 14, Cha 16
Skills: Acrobatics +19, Bushcraft +14, Escape Artist +6, Intimidate +13, Investigate +6, Listen +12, Spot +14, Swim +19
Feats: Weapon Group Fixation (Natural), Weapon Group Offensive (Natural), Pounce, Improved Group Fixation (Natural), Improved Group Offensive (Natural), Primal Attack, Improved Primal Attack, Snatch (Talons), Improved Snatch (Talons), and Contort Breath Weapon
Environment: Any
Organization: Usually near rider
Difficulty Level: 15
Possessions: Peytral of Constitution +6, Saddle of Strength +4, Light Plate Barding +5, Ankle Bangles +5 (Claw attacks), Caparison of Resistance +5, Stirrups of Protection +2. QGV 12,000gp - 16,000gp
Spell/Attack Curve: High Attack, Non-Magic, Generalist
Definitions: Dragon, Wyvern
Abilities
Greater Breath Weapon
Use: 7 per day; only every 1d4 rounds.Action: Standard Action
Target: 90 ft. cone
Saving Throw: Reflex for half DC: 23 Duration: instantaneous
This breath weapons 10d10 electric damage in a 90 foot cone.
Envenomate
Use: 7 per dayAction: Attack, tied to sting
Target: Single
Save: Fortitude, then fortitude again after 1 minute
DC: 23
Duration: Instant
Subjects that fail the first save take 1d6 constitution damage. One minute later they must save again or take 1d6 strength damage.
Endure (Shattering Feedback)
Use: 4 per dayAction: Immediate action
Target: Self
Save: Reflex
DC: 23
Duration: 1 round, 5 rounds, or 10 rounds; see text
The wyvern will choose the duration of Endure before the ability is activated. 1 round will gain 60/, 5 rounds will be 18/-, and 10 rounds will be 6/- damage reduction. All damage absorbed by the damage reduction from Endure is dealt back to the weapon that damaged it. If the attacker fails a reflex save, the weapon takes the flat damage; hardness applies like normal.