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Showing posts with label looking glass. Show all posts
Showing posts with label looking glass. Show all posts

Monday, April 15, 2013

PFRPG: Færie Bestiary: The Red Queen


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.

Monday, April 8, 2013

PFRPG: Færie Bestiary: The White Queen


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