Nine-Headed Cryohydra

High Wyrmlord Azarr Kul's page

13 posts. Alias of Gold Heron.


About High Wyrmlord Azarr Kul

Azarr Kul
Male half blue dragon cleric of Tiamat 14
LE Medium monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +6
Aura destructive aura (30 ft., +7, 14 rounds/day)
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Defense
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AC 30, touch 16, flat-footed 29 (+9 armor, +2 deflection, +1 Dex, +3 morale, +2 natural, +3 shield)
hp 170 (14d8+84)
Fort +16, Ref +8, Will +18
Resist fire 10
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +2 keen shock heavy pick +19/+14 (1d6+8/19-20/×4 plus 1d6 electricity)
Special Attacks channel negative energy 5/day (DC 19, 7d6), destructive smite (+7, 9/day)
Domain Spell-Like Abilities (CL 14th; concentration +20)
. . At will—master's illusion (14 rounds/day)
. . 9/day—copycat (14 rounds)
Cleric Spells Prepared (CL 14th; concentration +20)
. . 7th—blasphemy (DC 23), disintegrate[D] (DC 23), mass inflict serious wounds (DC 23)
. . 6th—antilife shell, mass cure moderate wounds, heal, mislead[D] (DC 22), summon monster VI
. . 5th—flame strike (DC 21), righteous might, shout[D], spell resistance, summon monster V
. . 4th—air walk, blessing of fervor[APG] (DC 20), confusion[D] (DC 20), death ward, freedom of movement, sending
. . 3rd—cure serious wounds, dispel magic, prayer, rage[D], searing light, summon monster III
. . 2nd—bear's endurance, bull's strength, cure moderate wounds, cure moderate wounds, hold person (DC 18), invisibility[D], silence (DC 18)
. . 1st—bane (DC 17), cause fear (DC 17), command (DC 17), cure light wounds, disguise self[D], divine favor, protection from good
. . 0 (at will)—detect magic, guidance, purify food and drink (DC 16), resistance
. . D Domain spell; Domains Destruction, Trickery
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Statistics
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Str 22, Dex 12, Con 18, Int 12, Wis 22, Cha 14
Base Atk +10; CMB +16; CMD 32
Feats Craft Wondrous Item, Draconic Defender, Heavy Armor Proficiency, Power Attack, Toughness, Vile Leadership, Weapon Focus (heavy pick)
Traits armor expert, prophesied
Skills Acrobatics -4 (-8 to jump), Appraise +5, Bluff +10, Diplomacy +10 (+11 vs. anyone who know your reputation), Disguise +6, Intimidate +5 (+6 vs. anyone who know your reputation), Knowledge (arcana) +9, Knowledge (history) +6, Knowledge (nobility) +5, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +5, Sense Motive +10, Spellcraft +5, Stealth +1
Languages Abyssal, Common, Draconic, Goblin
Other Gear dragonhide plate, dragonshield, red, +2 keen shock heavy pick, amulet of natural armor +2, cloak of resistance +3, handy haversack, headband of inspired wisdom +4, ring of protection +2, belt pouch, platinum holy symbol of Tiamat[UE], spell component pouch, 135 gp
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Special Abilities
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Armor Expert -1 Armor check penalty.
Aura of Destruction +7 (14 rounds/day) (Su) 30 ft aura grants ally & foe +1 to dam and all threats auto-confirm.
Cleric Channel Negative Energy 7d6 (5/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (9/day) (Sp) Create a single mirror image duplicate
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destructive Smite +7 (9/day) (Su) Make a melee attack with morale bonus to damage.
Draconic Defender One ally in reach gains your dodge bonus from combat expertise as nat armor.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Master's Illusion (14 rounds/day, DC 23) (Sp) Hide self and allies in 30 ft, as with veil but enhanced DC.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Vile Leadership (Base Score 16) You attract villainous companions and followers.