| Douglas Muir 406 |
This guy gave my PCs a hell of a hard time a while back, very nearly killing them all. In the end they blew up his lab, but he escaped.
It's almost time for a rematch. The PCs have gone up a couple of levels (APL 6 now) -- but so has he.
* * *
Zum-Patchouli Spufferbug
Male gnome alchemist 7 / Demoniac 3
CE Small humanoid (gnome)
Init +6; Senses low-light vision, Perception +2
DEFENSE
AC 18 (but see below)
hp 75
Fort +9, Ref +8, Will +2, +2 vs illusions, +4 vs poison
OFFENSE
Spd 15 ft. (low Str., encumbered)
Melee alchemical blade +8/+3 (1d4-1 plus alchemical item plus poison, 19-20/x2)
Ranged crossbow +11/+6 (1d6+1 plus poison, 19-20/x2)
Ranged bomb +12 (5d6+4/x2, splash 9)
Ranged splash weapon +12 (per item +5/x2)
Special Attacks bomb, poison, alchemical items, mutagens, extracts
STATISTICS
Str 7, Dex 15, Con 15, Int 17, Wis 11, Cha 12
Base Atk +7; CMB +4, CMD 16 (but see below)
Feats brew potion, grenadier, point blank shot, improved initiative, master alchemist, throw anything
Extracts (Per Day: 6/5/4)
1st: shield, expeditious retreat, cure light wounds x2, protection from arrows, crafter's fortune
2nd: cat’s grace, fox's cunning, invisibility x2, barkskin
3rd: Displacement, thorn body, gaseous form
Fly once/day (Demon's boon, granted to a 3rd level demoniac)
Potions: 2x cure moderate wounds, 2 x haste (what else? He'd surely have plenty more...)
Notable skills: Perception +2, Bluff +6, Stealth +11, Craft (Alchemy) +23
Languages common, gnome, sylvan, draconic, abyssal
SQ gnome racial traits, poison resistance +6, demon mark, energumen (+2 to any one stat for 3 rounds/day)
Combat Gear +1 alchemy blade, +1 heavy repeating crossbow, masterwork mithril chain shirt, poison, potions
RACIAL/CLASS ABILITIES
Small, Slow Speed, Low-Light Vision, Illusion Resistance, Keen Senses, Master Tinker, Obsessive, Weapon Familiarity
Discoveries: Acid bomb, explosive bomb, extend potion
In combat: Spufferbug avoids melee. He'll seek to stall while drinking the following extracts and potions, in order:
1. Displacement (50% miss chance)
2. Dex Mutagen (50% miss chance, AC is now 20)
3. Shield (50% miss chance, immune to magic missiles, AC is now 24)
4. Barkskin (as above, AC now 28)
5. Thorn Body (as above, d6+9 damage in melee)
6. Protection from Arrows (as above and DR 10/magic vs. arrows)
7. Cat's Grace (AC now 30)
8. Fox's Cunning (as above, and bombs are now 5d6+5/splash 10, and saves vs. splash go to DC 19)
9. Haste (AC now 31, speed now 30')
10: Heroism (+2 on attack rolls, saves, and skill checks)
If threatened with imminent attack, he will drink his invisibility extract (suffering an AoO if necessary), use Fly to get up into the air, use Stealth for one round to move to a position of safety, and then continue buffing. When he's done with buffs, he'll apply purple worm poison to his thorns (from Thorn Body) -- Fort DC 24, 1d3 Str (once/round for 6 rounds). Hitting Spufferbug in melee with a non-reach weapon costs 1d6+9 damage to the attacker from his thorns, and the first attacker also must save against the worm poison (Perception DC 15 to notice the poison on the thorns).
If he gets all his buffs on, Spufferbug's AC will be 31 (touch 17, flatfooted 24) and his move will be 30.
Spufferbug attacks with his bombs (touch attack at around +15, depending how far he gets with his buffs) for 5d6+4 damage, or 9 (save DC 17) on a splash. If allowed to move around, he'll use the terrain of the lab (get a table or furniture between him and attackers, duck under tables for cover).
If reduced to 20 hp or less, Spufferbug will drink his potion of gaseous form, and flee.
Doug M.