The Red Queen
A beautiful elven woman
lounges upon an obsidian throne. As she beckons closer you notice her hands are
actually terrible claws. She notices your hesitation and smiles at you with a
mouth full of sharp teeth dripping with venom.
Red Queen CR 20
XP 307,200
CE Medium outsider (chaotic, demon, evil, extraplanar,
fire)
Init +8; Senses darkvision 60 ft., detect good, low-light vision, true seeing; Perception +27
Aura unholy aura
Defense
AC 35, touch 19, flat-footed 30 (+4 deflection,
+4 Dex, +1 Dodge, +16 natural)
hp 250 (20d10+100)
Fort +23, Ref +14, Will +20
DR 15/cold iron and good; Immune
electricity, fire, paralysis, poison; Resist acid 10, cold 10; SR
31
Weaknesses vulnerable to cold
Offense
Speed 50 ft., fly 100 ft.
(good)
Melee +3 flaming burst unholy wounding greatclub +28/+23/+18/+13 (1d10+10/19-20
plus 2d6 vs good plus 1
bleed plus 1d6 fire and burn) or
2 claws +25 (1d6+5 plus grab)
Ranged +2 anchoring UE flaming returning wounding boomerang
UE +26 (1d6+7 plus 1 bleed plus 1d6 fire and burn)
Special Attacks breath weapon
(30-foot cone, 10d6 fire, DC 27 for half, usable every 1d4 rounds), burn, geas
gaze, grab (must successfully attack with both claws), poison, venomous kiss
Spell-Like
Abilities
(CL 20th; concentration +26)
Constant—detect good, unholy aura (DC 24), true
seeing
At
will—elemental body IV, tongues
1/day—fire storm (DC 24), summon (level 9, 2
thrasfyr B2 or 1 sard B2 100%)
Spells Known (CL 17th;
concentration +23)
8th
(4/day)—horrid wilting (DC 24), symbol of insanity (DC 24)
7th
(6/day)—delayed blast fireball (DC
23), mass hold person (DC 23), reverse gravity
6th
(7/day)—chain lightning (DC 22), flesh to stone (DC 22), transformation
5th
(7/day)—baleful polymorph (DC 21), cloudkill (DC 21), greater dispel magic, telekinesis
4th
(7/day)—crushing despair (DC 20), fear (DC 20), stoneskin, wall of fire
3rd
(7/day)—dispel magic, fireball (DC
19), lesser animate dead, ray of
exhaustion (DC 19)
2nd
(8/day)—blur, flaming sphere (DC 18), invisibility, resist energy (DC 18), scorching ray
1st
(8/day)—burning hands (DC 17), expeditious retreat, mage armor, magic
missile, shield
0—acid splash, bleed (DC 16), dancing lights, detect magic, flare (DC
16), mage hand, read magic, spark, touch
of fatigue (DC 16)
Tactics
Elemental body IV Size
huge, AC 42, touch 22, flat-footed 35;
hp 270; Fort +25, Ref +17; DR 5/—; Immune bleed damage, critical hits, sneak attacks; Melee 2 claws +25 (2d6+5 plus grab),
bite (2d8+5 plus poison); Dex 24
(+7), Con 29 (+9); CMD 46; Skills Acrobatics +30, Fly +30.
Statistics
Str 20 (+5), Dex 18
(+4), Con 25 (+7), Int 18 (+4), Wis 19 (+4), Cha 22
(+6)
Base
Atk
+20; CMB +25; CMD 43 (+20 BAB, +5 Str, +4 Dex, +4 deflection)
Feats Critical Focus,
Dodge, Flyby Attack, Improved Critical (greatclub), Improved Initiative,
Improved Natural Attack (bite), Improved Natural Attack (claw), Persuasive,
Staggering Critical, Stunning Critical
Skills Acrobatics +27, Bluff
+29, Diplomacy +31, Fly +31, Intimidate +31, Knowledge (history) +27, Knowledge
(nobility) +27, Knowledge (planes) +27, Perception +27, Sense Motive +27
Languages Abyssal,
Celestial, Common, Draconic; telepathy 100 ft.
SQ charming
breath, control weather, grant mythic power
Ecology
Environment Déscaradh (Færie), Elysium
Organization solitary or court (queen
plus 1 king, 2 bishops, 2 knights, and 2 rooks)
Treasure double (+3 flaming burst unholy wounding greatclub, +2 anchoring UE flaming returning wounding boomerang, other treasure)
Special Abilities
Charming
Breath (Su) Instead
of a cone of fire, the Red Queen can breathe a cone of charm monster gas.
Targets must make a Will save or be compelled to regard her as their trusted friend
and ally (treat the targets’ attitude as friendly). If the creatures are currently being
threatened or attacked by her or her allies, however, they receive a +5 bonus
on its saving throw. This is a mind-affecting compulsion effect.
Control Weather (Su) The Red Queen has complete
control over the weather when she is holding court in the Red Kingdom or when
she occupies any 10-mile square on the Chessboard. If she and the White Queen
occupy the same 10-mile square on the Chessboard, she must make an opposed
concentration check (+26) to control the weather.
Geas Gaze (Su) Lesser geas (effects creatures with 7 HD
or less), 30 feet, Will DC 26 negates. The save is Charisma-Based. This is a language-dependant,
mind-affecting compulsion effect.
Grant Mythic Power (Su) The Red
Queen can bestow up to three mythic tiers on mortals, individuals from the
Material Plane, whom she delegates as her agents in Déscaradh. Depending on how
satisfied she is with their execution of the trials she gives them, she may
allow them to keep the tiers, a fraction of the tiers, or only three uses of
mythic power per day upon completion of said trials (See Mythic Adventures Playtest).
Venomous Kiss (Ex) If the Red
Queen successfully grapples an opponent with her grab attack, she may make a
bite attack (+25 [1d8+5 plus poison]) as a free action.
Poison (Ex) Bite—injury; save Fort
DC 27, frequency 1/round for 6 rounds, effect 1d3
Con and 1d3 Wis and confusion 1 minute, cure 2 consecutive
saves.
Spells The Red Queen casts arcane
spells as a 17th-level sorcerer. She does not gain access to bloodlines or any
other sorcerer abilities.
A demon of unimaginable power, the Red Queen
is in a form that befits beautiful cruelty. She does not change form though
many believe she has the ability. She is constantly seen as an elven woman with
an elaborate red dress and a beautiful face she always caries a weapon of some
sort on her and is quick to use it. The one thing she respects is her war with
the White Kingdom. She has been known even to offer help, though it normally is
detrimental in the end, to a new warrior of the White Kingdom.
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