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BROWSE
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Xaaon of Korvosa's page

258 posts. No reviews. Alias of Xaaon of Xen'Drik.

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About Xaaon of Korvosa

And Here shall be where my information is kept for the Cult of the Deep One sacrifice...

Spoiler:

Gugavor
Human Cleric of Rovagug 16
Domains: Chaos/Destruction
STR:22/26(+7) DEX:14/18(+4) CON:14/18(+4) INT:12(+1) WIS:20/24(+7) CHA:16(+3)
HP 128+16+32+23=199+32=231
BAB+12
MAB+15
CMB+14
CMD:33
AC:31
ring of blink
mithral halfplate of speed +3
+2 brilliant energy maul +21/+16 2d6+10+2d6 vital
amulet of nat armor +3

feats: dodge
defensive combat training
toughness
vital strike
extend spell
empower spell
spell focus
weapon focus
greater weapon focus

BASE SPELL DC:19+SL

That which man was not meant to hear.

Spoiler:

DM Fiat Elite Advanced Half-Farspawn Nightmare Psychic Gibbering Mouther
Size/Type: HUGE Aberration
Hit Dice: 27d8+332+30 (570hp)
Initiative: +11 (+8 precog)
Speed: 10 ft. (2 squares), swim 20 ft.
Armor Class: 39 touch:21, flat-footed:30 (10 +3 Dex, +16 natural,+4 dodge, +2 insight, +4 deflection)
Base Attack/CMB: +20/+32
Attack: Bite +30 melee (1d6+10) or spittle +23 ranged touch (1d8 acid plus blindness)
Full Attack: 6 bites +28 melee (1d6+10) and 2 spittle +21 ranged touch (1d8 acid plus blindness)and 2 tentacles (1d8+10)
Space/Reach: 15 ft./10 ft. reach 15ft tentacles
Special Attacks: Gibbering, spittle, improved grab, blood drain, swallow whole, ground manipulation, true strike 1/day, half-farspawn magic, psychic powers.
Special Qualities: Spell Resistance 25, Amorphous, damage reduction 20/-, darkvision 60', blindsight 60', immune poison, acid/elec resist 10.
Saves: Fort +22, Ref +17, Will +22
Abilities: Str 30(+10), Dex 17(+3), Con 34(+12), Int 40(+15), Wis 19(+4), Cha 20(+5)
Skills: Listen +4, Spot +9, Swim +8
Feats: Iron Will, Lightning Reflexes, Weapon Finesse, dodge, improved natural attack (bite), multi-attack, combat expertise, combat reflexes weapon focus (bite), dazzling display, toughness vital strike, improved vital strike, intimidating prowess, rapid shot.
Environment: Underground
Organization: Solitary
Challenge Rating: 21
Treasure: None
Alignment: Usually neutral
Level Adjustment: —

CL:18th

A gibbering mouther is a horrible creature seemingly drawn from a lunatic’s nightmares. Although not evil, it thirsts after bodily fluids and seems to prefer the blood of intelligent creatures.

A gibbering mouther is about 3 feet across and 3 to 4 feet high. It weighs about 200 pounds.

Gibbering mouthers can speak Common, but seldom say anything other than gibberish.

Combat
A gibbering mouther attacks by shooting out strings of protoplasmic flesh, each ending in one or more eyes and a mouth that bites at the enemy. A mouther can send out a total of six such members in any round.

Gibbering (Su)
As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 27 Will save or be affected as though by a confusion spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same gibbering mouther’s gibbering for 24 hours. The save DC is Charisma-based.

Spittle (Ex)
As a free action every round, a gibbering mouther fires a stream of spittle at one opponent within 30 feet. The mouther makes a ranged touch attack; if it hits, it deals 1d4 points of acid damage, and the target must succeed on a DC 35 Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage. The save DC is Constitution-based.
Improved Grab (Ex)

To use this ability, a gibbering mouther must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Swallow Whole (Ex)
The gibbering mouther can attempt to swallow a grappled opponent of Medium or smaller size by making a successful grapple check. (The gibbering mouther doesn’t actually “swallow” the opponent—it engulfs it within its amorphous form—but the effect is essentially the same.) Once inside, the gibbering mouther can use its blood drain ability. A swallowed creature can cut its way out by dealing 5 points of damage to the gibbering mouther (same AC).

The Thing Man Was Not Meant to Hear’s body can hold 4 Medium, 16 Small, 32 Tiny, Diminutive, or 256 Fine creatures.

Blood Drain (Ex)
A swallowed opponent automatically takes 1d4 points of Constitution damage each round.

Ground Manipulation (Su)
At will, as a standard action, a gibbering mouther can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned).

Amorphous (Ex)
A gibbering mouther is not subject to critical hits. It cannot be flanked.

Skills
Thanks to their multiple eyes, gibbering mouthers have a +4 racial bonus on Spot checks.

A gibbering mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Half-farspawn magic
blur 3/day
touch of idiocy
blink 3/day
greater invis
telekinesis
ethereal jaunt 3/day
scintillating pattern
summon monster IX (pseudonatural template)
implosion

Fear Aura (Su): Any creature within 60 feet of a nightmare
creature must succeed on a Will save (DC 28) or become shaken each time it comes within 60 feet of the nightmare creature during the next
24 hours. If the save is successful, the creature is immune
to that nightmare creature’s fear aura for 24 hours. This
ability affects even creatures that cannot see the nightmare
creature.

Frightful Presence (Ex): When the nightmare creature
charges, makes a surprise attack, or succeeds on a DC 15
Intimidate or Perform check, every creature within 30
feet must succeed on a Will save (DC 28) or become panicked for 2d6 rounds. Success renders the creature immune to that nightmare creature’s
frightful presence for 1 hour.

Night Terrors (Su): A nightmare creature can enter the
dreams of a sleeping creature at will as a standard action.
Th is ability has the same eff ect as a dream spell, except
that once inside the dream of another creature, the
nightmare creature can control the dream world
with which the sleeper interacts.

Psychic Powers
Empath Spell-Like Abilities:
1–2 Remove fear 3/day, hideous laughter 1/day
3–4 Cause fear 1/day
5–6 Calm emotions 3/day, scare 1/day
7–8 Good hope 2/day
9–10 Rage 2/day
11–12 Fear 2/day
13–14 Crushing despair 3/day
15–16 Symbol of fear 1/day
17–18 Sympathy 1/day
19–20 Antipathy 1/day

Precognizant : Spell-Like Abilities: At will—guidance (self only);
3/day—augury, moment of prescience; 1/day—foresight.

Precognizant : Foresight (Su): A precognizant functions as
though constantly affected by a foresight spell (caster level
equals precognizant’s character level). The precognizant
receives instantaneous warnings of impending danger to
itself and gains a general idea of what actions it might
take to protect itself. It is never surprised or flat-footed
and gains a +2 insight bonus to AC and on Reflex saves.
This insight bonus is lost whenever the precognizant is
denied its dex bonus.

Telepathic: Informed Prediction (Su): If the telepath has
successfully used detect thoughts against a creature
within 24 hours, it gains a +2 dodge bonus against
that creature’s attacks and a +2 insight bonus on saves
against that creature’s spells and special attacks.

Telepathy (Su): A telepathic creature can use telepathy
to a range of 100 feet, as described in the MM.

Telepath: Spell-Like Abilities:
At will—detect thoughts;
1/day—dream
mind blank
phantasmal killer
telepathic bond
Caster level equals telepath’s character level. The
save DCs are Charisma-based.

Telekinetic: Spell-Like Abilities: A telekinetic gains spell-like
abilities according to its character level, as indicated
on the following table. These abilities are cumulative.
Caster level equals telekinetic’s character level. The
save DCs are Charisma-based.

Telekinetic Spell-Like Abilities
Character Level Ability
1–2 Mage hand at will, shield 1/day
3–4 Animate rope 1/day, hold portal 2/day
5–6 Floating disk 1/day
7–8 Control water 1/day, sympathetic vibration 2/day
9–10 Resilient sphere 1/day
11–12 Telekinesis 3/day
13–14 Repel wood 1/day, repel metal or stone 1/day
15–16 Reverse gravity 1/day
17–18 Telekinetic sphere 1/day
19–20 Wall of force 3/day

DM Fiat Template
40 Intelligence
20/- Damage resistance
infinite mind (3 full attack actions)

CR 21
BASE: 5
+5 (+22 Hit Dice)
+2 Size
+3 Half-Spawn
+3 Psychic
+1 Elite
+1 Nightmare
+1 Fiat

1d100=44, 1d100=33, 1d100=53, 1d100=86, 1d100=35, 1d100=15, 1d100=45, 1d100=46, 1d100=25, 1d100=80, 1d100=12, 1d100=35, 1d100=1, 1d100=31, 1d100=98, 1d100=5, 1d100=92, 1d100=73, 1d100=89, 1d100=5, 1d100=58, 1d100=85, 1d100=37, 1d100=49, 1d100=67

Spoiler:

Pseudomatural Earth Elemental, Elder
Huge Elemental (Earth, Extraplanar)
Hit Points:24d8+120 (228 hp)
Inititative –1
AC:22 (–2 size, –1 Dex, +15 natural) touch 7, flat-footed 22
Base Attack/Grapple: +18/+31
Attack: Slam +27 melee (2d10+11/19–20)
Full Attack: 2 slams +27 melee (2d10+11/19–20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Earth mastery, push
Special Qualities:, Damage reduction 10/–, earth glide,
darkvision 60 ft., elemental traits
Saves: Fort +19, Ref +7, Will +10
Abilities: Str Str 33, Dex 8, Con 21,Int 10, Wis 11, Cha 11
Skills: Perception +29
Feats: Alertness, Awesome Blow, Cleave, Improved Bull Rush, Great Cleave, Improved Bull Rush, Iron Will, Power Attack, Improved Sunder, Iron Will, Improved Critical (slam), Improved Power Attack
Environment: Earth Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 25–48 HD (Huge)
Level Adjustment: 7

Combat
Though an earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water but prefers not to.

Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex)
An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

Earth Glide (Ex)
An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

True Strike (Su): Once per day, a pseudonatural creature can
gain a +20 insight bonus on a single attack roll. In addition,
the creature suffers no miss chance against a target that has
concealment or total concealment when making this attack.
Special Qualities: A pseudonatural creature retains all
the special qualities of the base creature and also gains the
following special qualities.

Resistance (Ex): A pseudonatural creature has resistance to
acid and electricity based on the base creature’s Hit Dice (see
the table below).

Acid, Electricity Resistance 15

Alternate Form (Su): As a standard action, a pseudonatural
creature can take the form of a grotesque, tentacled mass
(or another appropriately gruesome form, as determined by
the DM). Despite the alien appearance, its abilities remain
unchanged. Other creatures receive a –1 morale penalty on
their attack rolls against a pseudonatural creature when it is in this alternate form.

Spell Resistance (Ex): A pseudonatural creature gains spell
resistance 25.

Spells link

BUFFS:
Tialla
+3 AB (+1luck/+1morale/+1haste)
+1 DMG (+1 luck)
+2 Saves (+1luck/+1morale)
+3 Reflex saves (+1dodge+1luck/+1morale)
+2 Skills (+1luck/+1morale)
+1 AC (+1 dodge)

Prayer +1 luck ATK,DMG,save/skills 12rnds (last through round 13)

Haste +1 haste bonus AB, +1 dodge bonus to AC/Reflex(Last through round 21)

Bless Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. 7minutes

Mass Bull's Strength 200 minutes
Mass Bear's Endurance 200 minutes
Mass Owl's Wisdom 210 minutes +4 wisdom
----------------------------------------------------------------
Elmora
+6 AB (+1luck/+4morale/+1haste)
+1 DMG(+1 luck)
+5 fort/will Saves (+1luck/+4morale)
+6 reflex saves
+5 Natural Armor
+1 AC (+1 dodge)
+5 Skills (+1luck/+4morale)

Prayer +1 luck ATK,DMG,save/skills 12rnds

Haste +1 haste bonus AB, +1 dodge bonus to AC/Reflex(Last through round 21)

Bless Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. 7minutes

Barkskin 25minutes +5 natural

Shapechange 190 minutes

Greater Heroism 14 minutes +4 morale ATK, Skills, Saves, immune to fear

Mass Bull's Strength 200 minutes +4 STR
Mass Bear's Endurance 200 minutes +4 CON
Mass Owl's Wisdom 210 minutes +4 wisdom
----------------------------------------------------------------
Grumble
+10 AB (+6luck/+4morale)
+6 DMG(+6 luck)
+5 Saves (+1luck/+4morale)
+6 reflex saves
+5 Skills (+1luck/+4morale)
+1 AC (+1 dodge)

Divine Favor +6 ATK/DMG luck bonus

Enlarge Person 5 minutes Large size, weapon dmg 1d10-->2d8

Prayer +1 luck ATK,DMG,save/skills, 12rnds

Haste +1 haste bonus AB, +1 dodge bonus to AC/Reflex(Last through round 21)

Bless Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. 7minutes

Greater Heroism 14 minutes +4 morale ATK, Skills, Saves, immune to fear

Mass Bull's Strength 200 minutes +4 STR
Mass Bear's Endurance 200 minutes +4 CON
Mass Owl's Wisdom 210 minutes +4 wisdom
----------------------------------------------------------------
Bartimus:
+2 AB (+1luck/+1morale)
+1 DMG (+1 luck)
+2 Saves (+1luck/+1morale)
+2 Skills (+1luck/+1morale)
+1 AC (+1 dodge)

Prayer +1 luck ATK,DMG,save/skills, 12rnds

Haste +1 haste bonus AB, +1 dodge bonus to AC/Reflex(Last through round 21)

Bless Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. 7minutes

Mass Bull's Strength 200 minutes +4 STR
Mass Bear's Endurance 200 minutes +4 CON
Mass Owl's Wisdom 210 minutes +4 wisdom
----------------------------------------------------------------
Strangler:
+2 AB (+1luck/+1morale)
+1 DMG (+1 luck)
+2 Saves (+1luck/+1morale)
+3 Reflex (+1 dodge)
+5 Save versus Fear(+1luck/+4morale)
+2 Skills (+1luck/+1morale)
+5 Natural armor
+2 insight AC/Reflex
+1 AC (+1 dodge)

Prayer +1 luck ATK,DMG,save/skills, 12rnds

Haste +1 haste bonus AB, +1 dodge bonus to AC/Reflex(Last through round 21)

Bless Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. 7minutes

True Seeing 21 minutes
Death Ward 21 min +4 morale vs death effects, immune to energy drain & negative energy effects.

Protection from Energy (fire) 160 minutes 120 points
Mass Bull's Strength 200 minutes +4 STR
Mass Bear's Endurance 200 minutes +4 CON
Foresight lasts 210 minutes never surprised/flat-footed, +2 insight AC/Reflex
Resist Energy (cold)lasts 210 minutes 30 points
Mass Owl's Wisdom 210 minutes +4 wisdom
Shapechange 210 minutes
Barkskin 210 minutes +5 natural armor

Greater Magic Vestment x2 16 hours

Longstrider 21 hours



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