The Plagued One

Umberlee Gulk's page

2 posts. Alias of Reckless.


About Umberlee Gulk

Blackscale Sorcerer CR 14/MR 5
XP 38,400
Male mythic worm that walks half-orc sorcerer 10 (Mythic Monster Manual 271, Pathfinder RPG Bestiary 2 286)
CE Medium vermin (augmented humanoid, human, mythic, orc)
Init +12; Senses blindsight 60 ft., darkvision 60 ft.; Perception +15
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Defense
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AC 30, touch 18, flat-footed 27 (+1 deflection, +3 Dex, +4 insight, +8 natural, +4 shield)
hp 155 (10d6+118); fast healing 14
Fort +10, Ref +7, Will +7
Defensive Abilities orc ferocity, worm that walks traits; DR 15/—; Immune critical hits, disease, flanking, paralysis, poison, sleep, weapon damage; Resist acid 10
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Offense
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Speed 30 ft.
Melee mwk greataxe +8 (1d12+3/×3) or
. . squirming embrace +7 touch (3d6+3) or
. . 2 claws +7 (1d6+2), slam +7 (1d4+2 plus grab)
Special Attacks breath weapon (10d6 acid, 60 ft. line, DC 22, 1/day), claws (2, 1d6, treated as magic weapons, 10 rounds/day), coordinated consumption, discorporate, grab (Large), infestation (DC 24), mythic power (5/day, surge +1d8), squirming embrace, swarm spawn, tenacious
Sorcerer Spells Known (CL 10th; concentration +17)
. . 5th (4/day)—cloudkill[M] (DC 22)
. . 4th (6/day)—fear[M] (DC 21), shout[M] (DC 23), wall of ice[M] (DC 23)
. . 3rd (8/day)—fireball[M] (DC 22), fly, stinking cloud[M] (DC 20), vampiric touch[M]
. . 2nd (8/day)—acid arrow[M], bull's strength, false life[M], resist energy[M], scorching ray[M]
. . 1st (8/day)—burning hands (DC 20), endure elements, mage armor, magic missile[M], ray of enfeeblement[M] (DC 18), shield[M]
. . 0 (at will)—acid splash, arcane mark, bleed (DC 17), detect magic, flare (DC 19), ray of frost, read magic, resistance, touch of fatigue (DC 17)
. . Bloodline Draconic
. . M mythic spell
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Tactics
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Before Combat The sorcerer casts false life, mage armor, and shield on himself.
During Combat The sorcerer casts fly on the first round of combat along with a quickened magic missile. He maneuvers so he can catch as many opponents as possible with his breath weapon. If pressed into melee, he casts bull's strength and rage, then attacks with his greataxe or claws.
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Statistics
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Str 14, Dex 16, Con 18, Int 10, Wis 8, Cha 24
Base Atk +5; CMB +7 (+15 grapple); CMD 29
Feats Combat Casting, Diehard, Eschew Materials, Great Fortitude, Greater Spell Focus (evocation), Improved Initiative[M], Mythic Spell Lore[M], Mythic Spell Scaling[M], Quicken Spell, Spell Focus (evocation)
[b]Skills
Fly +11, Intimidate +17, Linguistics +1, Perception +15, Sense Motive +7, Spellcraft +7, Stealth +11; Racial Modifiers +2 Intimidate, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Draconic, Orc
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), mythic potency, orc blood
Combat Gear potion of cure serious wounds, wand of acid arrow (15 charges); Other Gear mwk greataxe, amulet of natural armor +1, cloak of resistance +1, headband of alluring charisma +2, ring of protection +1, signet ring, diamond dust (worth 500 gp), 825 gp
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Special Abilities
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Blindsight (60 feet) (Ex) Sense things and creatures without seeing them.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Breath Weapon (10d6 acid, 60 ft. line, 1/day, DC 22) (Su) As a standard action, deal energy damage in area (Ref half).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Coordinated Consumption (Ex) Deal swarm damage as 1 step higher and is doubled vs. helpless or nauseated foes.
Damage Reduction (15/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Discorporate (Su) Fall apart into a swarm.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Healing 14 (Ex) Heal damage every round unless you are killed.
Grab: Slam (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Disease You are immune to diseases.
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Weapon Damage You are immune to weapon damage.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Infestation (DC 24) (Ex) Swarm or engulf damage infests target with burrowing worms (Ref neg).
Magic Claws (10 rounds/day) (Su) As a free action, gain 2 claw attacks that bypass DR as magic weapons.
Mythic Potency (Su) A mythic worm that walks adds its rank to the save DC for its swarms’ distraction ability, and to the racial bonuses from its tenacious ability. It adds half its rank (minimum 1) to its insight bonus to AC.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Mythic Spell Scaling [Mythic] Gain scaled versions of mythic spells you know.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Squirming Embrace (DC 19) (Ex) Worms swarm over and engulf grappled foe causing damage, distraction and nauseating them.
Surge (1d8) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Swarm Spawn (Su) Use squirming embrace as a touch attack and can embrace up 1 + MR targets at a time.
Tenacious (Ex) A worm that walks gains a +4 racial bonus on CMB checks made to grapple and a +4 racial bonus to its CMD.
Worm that Walks Traits Immune to critical hits, flanking, physcial spells that target specific numbers of creatures. Susceptible to wind effects as Fine creature, takes +50% dam from area effect spells. Discorporates at 0 hp.
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The blackscale sorcerer channels the powers of corruption and sloth.

BRAX SWAMPBLACK
Brax was born in an inbred human village tainted by swamp magic and a forgotten legacy of despicable acts. He is primarily driven by hunger and the urge to corrupt others, though his sloth often gets the better of him. He is equally comfortable sleeping in a bed, in a sewer, or on a pile of corpses. When his laziness overcomes his violent tendencies, he is talkative but dull, concerned more with his inflated ego than anything of consequence.

Combat Encounters: Brax is usually a loner, but he may browbeat simple creatures, such as boggards, orcs, or trolls, into serving him.

Roleplaying Encounters: When Brax is feeling particularly sated, flattery could convince him to work with the PCs, especially if their goal is removing threats to his territory.

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