The White Queen
One moment, you see
before you a statue of a regal elf woman formed entirely of ice. You blink.
Directly in front of you stands the elf woman holding a staff of office which
seethes cold and looks quite functional as a spear. You glance to behind her to
where the statue was. It is no longer there.
White Queen CR 20
XP 307,200
CG Medium outsider (air, azata, chaotic, cold,
extraplanar, good, shapechanger)
Init +5; Senses darkvision 60 ft., detect evil, low-light vision, see invisibility;
Perception +27
Aura holy aura
Defense
AC 35, touch 19, flat-footed 30 (+4 deflection,
+5 Dex, +16 natural)
hp 230 (20d10+100)
Fort +23, Ref +17, Will +22
DR 15/cold iron and evil; Immune
electricity, cold, petrification; Resist fire 10; SR 31
Weaknesses vulnerable to fire
Offense
Speed 50 ft., fly 150 ft.
(perfect)
Melee +2 ghost touch icy burst keen spear +27/+22/+17/+12 (1d8+9/19–20/x3
plus 1d6 cold and slow) or +2 ghost touch
icy burst keen spear +27 (4d8+10/19–20/x3 plus 1d6 cold and slow)
Ranged +2 ghost touch icy burst keen spear +27 (4d8+10/19–20/x3 plus 1d6
cold and slow)
Special Attacks slow
Spell-Like
Abilities
(CL 20th; concentration +26)
Constant—detect evil, holy aura (DC 24),
see invisibility, statue APG
At
will—polar ray (DC 24), wall of ice (DC 20)
Spells Known (CL 20th; concentration
+26)
9th (6/day)—overwhelming presence UM (DC 25), polar midnight UM (DC 25), storm of vengeance (DC 25)
8th (6/day)—discern location, greater spell immunity, stormbolts APG
(DC 24)
7th (7/day)—greater restoration, holy
word (DC 23), repulsion (DC 23)
6th (7/day)—banishment (DC 22), heroes’
feast, undeath to death (DC 22)
5th (7/day)—break enchantment, cleanse APG, hallow, pillar of life APG
4th (7/day)—death ward, dismissal (DC
20), divine power, spell immunity
3rd (8/day)—cure serious wounds (DC 19), invisibility
purge, magic circle against evil, remove curse
2nd (8/day)—align weapon, cure moderate wounds (DC 18), eagle’s splendor, owl’s wisdom, shatter
1st (8/day)—bless, cure light wounds (DC 17),
divine favor, entropic shield, shield of faith
0—create
water, detect magic, detect poison, guidance, light, purify food and drink,
resistance, stabilize, virtue
Statistics
Str 20 (+5), Dex
21 (+5), Con 20 (+5), Int 19 (+4), Wis 18 (+4), Cha
24 (+6)
Base
Atk
+20; CMB +25 (+29 when performing reposition); CMD 44 (+20 BAB,
+5 Str, +5 Dex, +4 deflection; 46 vs reposition)
Feats Combat Expertise, Great
Fortitude, Greater Reposition APG, Greater Vital Strike, Improved
Reposition APG, Improved Vital Strike, Iron Will, Lightning
Reflexes, Toughness, Vital Strike
Skills Craft (any one) +27,
Diplomacy +29, Escape Artist +28, Fly +36, Heal +27, Knowledge (nature) +27,
Knowledge (planes) +27, Perception +27, Perform (oratory) +29, Sense Motive +27
Languages Aquan, Auran, Celestial,
Draconic, Infernal; truespeech
SQ change shape, control
weather, grant mythic power, rime lance
Ecology
Environment Déscaradh (Færie), Elysium
Organization solitary or court (queen
plus 1 king, 2 bishops, 2 knights, and 2 rooks)
Treasure double
Special
Abilities
Change Shape (Su) The White Queen can assume any animal or humanoid form three times per
day as if using polymorph.
Control Weather (Su) The White Queen has complete control over the weather when she is
holding court in the White Kingdom or when she occupies any 10-mile square on
the Chessboard. If she and the Red Queen occupy the same 10-mile square on the
Chessboard, she must make an opposed concentration check (+26) to control the
weather.
Grant Mythic Power
(Su)
The White 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 all the tiers, a fraction of the tiers, or only
a few uses of mythic power per day upon completion of said trials (GM's decision; see Mythic Adventures Playtest).
Rime Lance (Ex) At will as a free
action, the White Queen can create a spear of ice that functions as a +2 ghost touch icy burst keen spear. One
round after it leaves her grasp, the weapon melts into water.
Spells The White Queen
casts divine spells as a 20th-level oracle. She does not gain access to
mysteries or any other oracle abilities.
The
White Queen is always experimenting with something new and is rarely seen in
the same shape twice as her form is shifting with her mood. Two things that
remain static though are her incomparable beauty and the theme of white in her
being and outfits. She is flighty and pleasant to deal with unless it comes to
the war where she becomes as serious as stone; at her core she has become a
warrior for her cause and her kingdom.
Within
the court proper there are seven other very powerful Azata all of whom share
the queen’s love of beauty and freedom. One named for each of the seven pieces
on a chessboard: two Rooks, two Bishops, two Knights, and a King. What many
don't know is that the King himself holds all the power despite being the least
powerful there as the White Queen must review all her plans through him.
Supplemental Rules
Reposition Combat
Maneuver (Advanced Player’s Guide, Chapter
8)
You can attempt to reposition a foe to a
different location as a standard action. You can only reposition an opponent
that is no more than one size category larger than you. A reposition attempts
to force a foe to move to a different position in relation to your location
without doing any harm. If you do not have the Improved Reposition feat or a
similar ability, attempting to reposition a foe provokes an attack of
opportunity from the target of your maneuver. You cannot use this maneuver to
move a foe into a space that is intrinsically dangerous, such as a pit or wall
of fire.
If your attack is successful, you may move
your target 5 feet to a new location. For every 5 by which your attack exceeds
your opponent's CMD, you can move the target an additional 5 feet. The target
must remain within your reach at all times during this movement, except for the
final 5 feet of movement, which can be to a space adjacent to your reach.
An enemy being moved by a reposition does not
provoke an attack of opportunity because of the movement unless you possess the
Greater Reposition feat. You cannot move a creature into a square that is
occupied by a solid object or obstacle.
Improved Reposition (Combat)
You have learned how to force your enemies to
move around the battlefield.
Prerequisites: Int
13, Combat Expertise.
Benefit: You do not provoke an attack of
opportunity when performing a reposition combat maneuver. In addition, you
receive a +2 bonus on checks made to reposition a foe. You also receive a +2
bonus to your Combat Maneuver Defense when an opponent tries to reposition you.
Normal: You provoke an attack of
opportunity when performing a reposition combat maneuver.
Greater Reposition (Combat)
When you reposition foes, they are left
vulnerable to the attacks of your allies.
Prerequisites: Int 13, Combat
Expertise, Improved Reposition, base attack bonus +6.
Benefit: You receive a +2 bonus on checks
made to reposition a foe. This bonus stacks with the bonus granted
by Improved Reposition. Whenever you reposition a foe, his movement
provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by reposition do
not provoke attacks of opportunity.
New Universal Monster
Ability
Slow (Ex): A creature with the
slow special attack deals cold damage in addition to damage dealt on a
successful hit in melee. Those affected by the slow ability must also succeed
on a Reflex save or be slowed, having their speed halved for 1d4 rounds (DC 10
+ 1/2 the slowing creature’s racial hit dice + slowing creature’s Con
modifier). A slowed creature can attempt a Fortitude save as a full-round
action to negate the slowing effect. Being near a source of heat grants a +4
bonus on this save. If a creature under a haste
spell or similar effect is slowed, the haste
spell or effect is instead neutralized for the duration of the slowing effect.
I apologize for the tardiness of this post, I know that it is a week late. The next post will be on time. --Tim
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