The Witchdaughter's Nightmare

The Matriarch's page

107 posts. Alias of Choon.


Classes/Levels

HP 130 | AC 25/16/19 | F12 R10 W12 | CMD36/38 grapple | Init+8, precep+20

About The Matriarch

The Matriarch

The Matriarch
Female Xill Matriarch
LE Medium outsider; (evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +20

DEFENSE
AC 25, touch 16, flat-footed 19 (+6 Dex, +7 natural, +2 shield)
hp 130 (13d10+52 -- 1/2HD+1 method)
Fort +12, Ref +10, Will +12

OFFENSE
Speed 40 ft.
Melee +1 short sword +22/+17/+12 (1d6+9/19–20), +1 short sword +22/+17 (1d6+9/19–20), claw +22 (1d4+9 plus grab), bite +17 (1d3+5 plus paralysis) or 4 claws +22 (1d4+9 plus grab), bite +21 (1d3+5 plus paralysis)
Ranged mwk composite longbow +20/+15/+10 (1d8+8/×3), mwk composite longbow+20/+15 (1d8+8/×3)

Special Attacks implant, paralysis (1d4 hours, DC 20), Constrict 1d6+8
STATISTICS
Str 26, Dex 22, Con 18, Int 16, Wis 18, Cha 20 (+4 dex, +3 Str, +1 int, +1 cha)
Base Atk +13; CMB +19 (+26 grapple with +1 from AoMF); CMD 36 (38 vs grapple)
Feats Improved Unarmed Strike, Imp. Initiative, Improved Two-Weapon Fighting, Imp. Grapple, Power Attack(-4/+8), Psychic Sensitivity, Two-Weapon Rend
Skills Acrobatics +21 (+25 when jumping), Bluff +21, Intimidate +21, Knowledge (arcana) +19, Knowledge (planes) +19, Perception +20, Sense Motive +20, Stealth +21, Prof (butler) +14
Languages Common, Infernal
SQ matriarch weapon Mastery, swift planewalk
Gear: 2 +1 short swords, 2 masterwork composite longbows with 40 arrows

Proposed magical items: Cloak of the Hedge Wizard, Divination (2,500), +1 Shortsword x2 (8,000), mwk comp. Longbow x2, Quick runner’s shirt (1000), Belt, Anaconda’s coils (18500), Amulet of mighty fists +1 (4000)

SPECIAL ABILITIES
Implant (Ex)
As a standard action, a xill matriarch can lay 4d6 eggs in a helpless creature. These eggs hatch in 24 hours, at which point the young consume the host from within, dealing 1 point of Constitution damage per hour per young until the host dies. The young then emerge and planewalk to the Ethereal Plane, if possible. A remove disease spell (or similar effect) rids a victim of all implanted eggs or active young, or they can be cut out one at a time with successful DC 25 Heal checks (each attempt takes 10 minutes). If the healer fails the check, he can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
Xill matriarchs can take mental control of creatures in which they have implanted eggs as a full-round action. This functions as dominate monster (CL 13th) and works at any distance, even between the Ethereal Plane and Material Plane. The host takes a –4 penalty on the saving throw to resist the matriarch's control. While dominated, the victim is immune to xills' paralysis ability. The matriarch can use greater scrying on the dominated victim at will (no saving throw). A matriarch can maintain one such link at a time; if she wants to use dominate monster or greater scrying on a different creature implanted with her eggs, she must end the effects on her current victim (though she can switch back later).
Matriarch Weapon Mastery (Ex)
A xill matriarch never takes penalties on attack rolls when fighting with multiple weapons, adds her full Strength modifier on damage rolls with off-hand attacks, and treats her claws as primary attacks even when also wielding weapons. She is considered to have the Two-Weapon Fighting and Double Slice feats for the purpose of fulfilling prerequisites.
Swift Planewalk (Su)
A xill matriarch can shift between the Ethereal Plane and the Material Plane, and vice versa, as a move action, and can take a single willing or helpless creature with her if she chooses.

Phrenology (Knowledge [arcana])
You examine the skulls of intelligent creatures to analyze the subjects' psychological attributes, since the shape of the brain influences the shape of the skull.
Check: Once per day, you can use your fingertips to examine the shape of a creature's skull. Reading a creature's skull requires 1 minute of concentration and scrutiny while
You physically manipulate the skull. This technique can be used on a willing, helpless, or paralyzed creature, or on decomposed remains (as long as the skull is intact or can be pieced together). This skill can't be used on creatures without discernible skulls, such as constructs, elementals, oozes, or plants. After the minute is up, the GM attempts a secret Knowledge (arcana) check. The DC is typically modified by the subject's Hit Dice. With a single check, You determine all the information whose DC you meet.
For instance, if you had a result of 22 when examining a creature with 2 HD, you would learn that creature's race and age, gender, alignment, and class, but not its level or HD.
Task
DC
Determine race and age
10
Determine gender
15
Determine alignment
15 + creature's HD*
Determine class
20 + creature's HD*
Determine level or HD
25 + creature's HD*
*A dead creature's skull uses the HD the creature had when alive.
Action: Reading a creature's cranium requires 1 minute of uninterrupted study.
Try Again: Yes. Reexamining a skull may provide new insights. You can attempt only one such check per day.

Prognostication (Sense Motive)
You are skilled in means of folk divination. The most common methods are cartomancy (reading cards), cheiromancy (reading a creature's palms), crystallomancy (crystal-gazing), extispicy (reading animal entrails), horoscopy (reading a creature's birth stars), oneiromancy (interpreting dreams), osteomancy (reading cast bones), and pyromancy (reading flames).
Check: Once per day, you can predict a creature's fortune for the near future. You spend 10 minutes interpreting the divination means at your disposal. The GM then attempts a secret Sense Motive check with a DC modified by the subject's Hit Dice (see the table below). The result of the check can give you basic insight into the subject's nature, including its alignment, class, and levels or Hit Dice, and might reveal clues to the creature's immediate future.
Determining the immediate future as an augury spell has a chance of successfully interpreting meaningful readings equal to 60% plus 5% for every point by which the check result exceeds the DC (to a maximum of 90%). With a single check, you determine all the information whose DC you meet.
For instance, if you had a result of 22 when telling the fortune of a creature with 2 HD, you would learn that creature's alignment and class, but not its level, HD, or fortune.
Task
DC
Determine alignment
15 + creature's HD
Determine class
20 + creature's HD
Determine level or HD
25 + creature's HD
Determine fortune as augury spell
25 + creature's HD
Try Again: Yes. You can attempt to read a particular creature's fortune repeatedly, but only once per 24 hours.
Special: Specially crafted items purchased for the exclusive use of this skill grant a +2 circumstance bonus on Sense Motive checks to prognosticate.

Read Aura (Perception)
Your psychic sensitivity allows you to read the psychic and magical auras of creatures and objects.
Check: Once per day, you can examine the natural aura of a creature or object to discern the subject's alignment, emotions, health, or magic. This requires 10 minutes of concentration, after which you attempt a Perception check. Each time, you must pick one of four auras to read: alignment, emotion, health, or magic. The result of the check applies only to the selected aura. You must be within 30 feet of the subject at all times during the reading.
Objects typically have only magic auras, though some also have alignment auras (and intelligent items have emotion auras). You can still attempt to detect a type of aura an object doesn't have, but you get no results. The DC varies depending on the aura, as shown on the table.
Read Alignment Aura: You attempt to read the alignment aura, learning the alignment and its strength. An alignment aura's strength depends on the creature's Hit Dice or item's caster level, as noted in the description of the detect evil spell.
Read Emotion Aura: The colors within the target's aura reveal its emotional state. If successful, you learn the target's disposition and its attitude toward any creatures within 30 feet of it. For a number of rounds equal to the amount by which you exceeded the skill check's DC, You gain a +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target.
Read Health Aura: Viewing the flow of vital force, you assess a creature's physical condition. You learn if the creature is unharmed or wounded, if it is poisoned or diseased, and whether it is affected by any of the following conditions: confused, disabled, dying, nauseated, panicked, staggered, stunned, and unconscious. You also learn the total number of points available in its ki pool, grit pool, or similar resource.
Read Magic Aura: You attempt to determine the number and power of all magical auras on a target creature or object (see detect magic to determine amagic aura's power). If the check is successful, you can attempt Knowledge (arcana) or Spellcraft checks to determine the school or identify properties of a magic item, as normal. If the item is affected by magic aura or a similar spell, you can realize this and determine the actual properties of the item if your check result exceeds the DC by 5 or more. If the spell is of a higher level (such as aura alteration), increase this threshold DC by 2 for every spell level beyond 1st.
Task
DC
Read alignment aura
15 + creature's HD or item's caster level
Read emotion aura
20 + creature's HD or item's caster level*
Read health aura
15 + creature's HD
Read magic aura
20 + creature's HD or item's caster level
* Intelligent items only.
Action: Reading an aura requires 10 minutes of study.
Try Again: Yes. You can read a creature or object's aura more than once, whether you read the same aura or a different one. You can still attempt only one skill check to read an aura per day.