|Christopher Van Horn|
Just Statted up a version of Kazavon (Spoiler below). I wanted to focus on his ability to hide as a humanoid and a lot of his spells reflect this. Check my math ad CR equivalencies as a CR 25 doesn't have a lot in the way of guidance for how powerful is too powerful. And yeah, players really screwed the pooch and will eventually have to take this guy on, if they can find him that is.
Kazavon Advanced Great wyrm Sorceror 3
STR Base 42 +16 46 +18
DEX Base 12 +1
CON Base 36 +13 40 +15
INT Base 34 +12 40 +15
WIS Base 34 +12 40 +15
CHA Base 34 +12 40 +15
CR Size Hit Points / Hit Dice Natural Armor Breath Weapon
25 Colossal 698 / 28d12+3d6+499 42 24d8
move 40' burrow 20' fly 250' (clumsy)
1 Bite 2 Claws 2 Wings 1 Tail Crush Tail Sweep Line
4d8+32 4d6+23 2d8+17 4d6+32 4d8+32 2d8+32 140 ft.
+44 +44 +42 +42 save save save
Vital Strike +44 16d8 + 32
CMD 66 (70 movement based)
Age Category: 12
AC: 57 (-8 size, +1 dex, +42 Natural, +10 base, +4 armor, +4 shield +5 Deflection)
DC against a breath weapon is 10 + 1/2 dragon's HD + dragon's Con modifier (40)
Tail sweep 40 ft (DC equal to that of the dragon's breath weapon)
Crush pins (DC equal to that of the dragon's breath weapon) must maintain pins, escape is a CMD not reflex.
Dragon Senses (Ex): Kazavon has darkvision 150 ft. and blindsense 60 ft. He sees four times as well as a normal human in dim light and twice as well in normal light.
Frightful Presence (Ex): radius 360ft 5d6 rounds, DC 40, On a failed save, the opponent is shaken, or panicked if 4 HD or fewer.
Immunities (Ex): immune to sleep, paralysis, and electricity
Electricity aura (Su) (2d6, 10')
Desert thirst (Su) Kazavon can cast create water at will (CL 28). Alternatively, he can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature's possession must succeed on a Will save or be destroyed (18)
Sound imitation (Ex) Kazavon can mimic any voice or sound he has heard by making a successful Bluff check against a listener's Sense Motive check.
Mirage (Su) Kazavon can make himself appear to be in two places at once as a free action for a number of rounds per day equal to his HD (28). This ability functions as project image but Kazavon can use its breath weapon through the mirage.
Storm breath (Su) Kazavon can use his breath weapon to create a storm of lightning. This functions as call lightning storm, but the damage is 24d8. Kazavon can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is equal to the Charle's breath weapon DC. Additional uses of this ability extend the duration by an additional
Sandstorm (Su) As a standard action, Kazavon can create a sandstorm centered on himself with a radius of 1,200 feet. Creatures other than the dragon inside the storm take 2d6 points of damage per round in addition to the normal sandstorm penalties This sandstorm lasts for up to 1 hour, but can be dismissed by Kazavon as a free action.
(CL 35, concentration +45, DC 20 + spell level)
Spell like abilities (at will): Ghost sound, minor image, ventriloquism, hallucinatory terrain, veil, mirage arcana
Bloodline Powers: Your benighted heritage infuses your mastery of magic with the essence of shadowstuff.
Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Profession, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.
Shadowstrike (Sp): At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Nighteye (Ex): At 3rd level, you gain darkvision 30 feet. If you already possess darkvision, its range is increased by these amounts.
Bloodline Arcana: Whenever you cast a spell with the [darkness] descriptor or the shadow sub-school, you gain a circumstance bonus on Stealth checks equal to the spell’s level for 1d4 rounds.
Sorcerer Caster Level: 20th, concentration +32
Spells per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
6 + 4 6 + 4 6 + 4 6 +3 6 + 3 6 + 3 6 +3 6 + 2 6 + 2
Spells Known (+ ray of enfeeblement from bloodline)
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
9 5 5 4 4 4 3 3 3 3
Detect Magic, Detect Poison, Haunted Fey Aspect, Bleed, Touch of Fatigue, Mending, Arcane Mark, Mage Hand, Prestidigitation
Ray of Enfeeblement, Shield, Mage Armor, Protection From Good, Unseen Servant, Interrogation
Alter Self, Command Undead, Detect Thoughts, Unnatural Lust, Invisibility
Dispel Magic, Nondetection, Excruciating Deformation, Howling Agony
Scrying, , Calcific touch, Enervation, Greater Invisibility
Polymorph, Teleport, Dominate Person, Magic Jar
True Seeing, Unwilling shield, Greater Dispel Magic
Limited Wish, Simulacrum, Magnificent Mansion
Polymorph Any Object, Mind Blank, Mass Charm Monster
Wish, Time Stop, Mass Icy Prison
Climb + 31
Fly +18 (from headband)
Knowledge (arcana) +49
Knowledge (dungeoneering) +32
Knowledge (engineering) +32
Knowledge (geography) +32
Knowledge (history) +49
Knowledge (local) +32
Knowledge (nature) +49
Knowledge (nobility) +32
Knowledge (planes) +49
Knowledge (religion) +49
Profession(accountant) +49 (from headband)
Sense Motive +49
Stealth + 19 (from headband)
Survival + 29
Swim + 31
Use Magic Device +49
Permanancied spells: Magic fang, greater CL 20; See invisibility; Detect magic; Tongues (All permanancies were done at a CL 20 permanancy scroll)
In Human form Kazavon's statistics are as follows
STR 32 +16
DEX 16 +3
CON 32 +16
AC 21 (10 base + 3 dex + 4 armor + 4 shield) [able to dismiss his polymorph easily, may wear armor in human form]
+3 greataxe 42/37/32/27 1d12 +27 +1d6 electric (+16 str +29 base -4 proficiency +3 axe)
with Vital Strike +42 4d12 + 27 +1d6 electric
Feats (16 + eschew materials)
Silent Spell, still spell, quicken spell, heighten spell, Power Attack -8 + 8/16/24, Multi Attack, Weapon Focus (Bite), Weapon Focus (Claw), Improved Crit (Bite), Improved Crit (Claw), Vital Strike (+ Improved & Greater), Toughness, Improved Init, Lightning reflexes
GEAR approx 600k worth for now; more depending on length of campaign / RP; Much of Kazavon' Gear was lost however his permanancied spells and inherent bonuses have carried over: Headband of Mental Superiority +6, ring of protection +5, Cloak of resistance +5, Belt of physical might (+4 STR and CON), +5 Full plate, +3 Keen Shocking Burst Adamantine Great Axe, Scarab of Protection, Ioun Stones (Dusty rose, Pearly white,
Dark blue, Clear), Iron Bands of Binding, Bead of Force, boots of teleportation, Wand of resist energy, wand of death ward (10 charges), scroll of heal * 2, scroll of greater restoration, 50k diamonds (for wish/limited wish as necessary), Belt of speed.
3690 spending cash 50 pp, 55 gp, 100 gp signet ring, 50 sp, 10 cp, 1500gp sapphire, 5 200gp rubies, 3 50gp pearls, 20 25 gp amethysts, 1 150gp emeralds.
Kazavon is very careful using spells such as simulacrum combined with magic jar and his massive spell base to Hide his presence. As a polymorph any object on a simulacrum of himself is very effective as a decoy and as a temporary "True" body to hide in.