Book of Eldritch Might III - The Nexus - 3.5e

Page 18

Chapter Two: Bastion of the D’Stradi

Kalias has short blond hair and a trim, fit figure. It is difficult to tell her age, but most would place her in her late thirties. A long scar runs down the right side of her face and neck. Kalias, female human Wiz17: CR 17; Medium humanoid (human); HD 17d4+68, hp 108; Init +1; Speed 30 feet; AC 21, touch 15, flat-footed 20; Base Atk +8; Grp +9; Atk +10 melee (1d6+2 plus 1d6 sonic, quarterstaff); Full Atk +10/+5 melee (1d6+2 plus 1d6 sonic, quarterstaff); SA Spells; AL NG; SV Fort +11, Ref +6, Will +11; Str 12, Dex 12, Con 18, Int 22, Wis 12, Cha 13 Skills and Feats: Concentration +24, Craft (alchemy) +26, Diplomacy +6, Intuit Direction +5, Knowledge (arcana) +26, Knowledge (nature) +26, Knowledge (religion) +25, Profession (teacher) +20, Sense Motive +6, Spellcraft +26; Brew Potion, Craft Staff, Empower Spell, Forge Ring, Great Fortitude, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Still Spell Possessions: +6 bracers of armor, +4 ring of protection, ring of minor energy resistance (fire), staff of the secret sound† (22 charges), five globes of Kalias†, vest of reflection†, scroll of protection from evil, binding, and iron body, potions of fly, haste, and cure moderate wounds Spells (4/6/6/5/5/5/5/3/2/1; save DC 11 + spell level): 0— daze, detect magic, disrupt undead, mage hand; 1st—arrow deflection†, color spray, expeditious retreat, magic missile (2), shield; 2nd—blur, energy lash†, helm of warding†, see invisibility, shrapnel globe†, web; 3rd—clairaudience/ clairvoyance, fireball, fly, haste, plunge deep to the core†; 4th—charm monster, dimension door, gird the warrior†, strength to strike†, stoneskin; 5th—cloudkill, empowered fireball, hold monster, mind fog, summon monster V; 6th— antimagic field, chain lightning, maximized lightning bolt, Oroster’s revenge†, Susar’s death†; 7th—banishment, quickened fireball, power word blind; 8th—incendiary cloud, protection from spells; 9th—meteor swarm

D’Stradi Demons D’Stradi demons are chaotic evil natives of the lower planes, bent on destruction and mayhem. Except where noted below, D’Stradi demons speak Abyssal, Celestial, and Draconic.

Combat D’Stradi demons are ferocity personified and will attack any creature just for the sheer fun of it—even other demons. They enjoy terrifying their victims before slaying them and often devour the slain. Many demons can create darkness, and a group of demons frequently blankets the enemy with darkness before joining battle. Summon Demon (Sp): D’Stradi demons can summon other demons much as though casting a summon monster

spell, but they have only a limited chance of success. Roll percentile dice and refer to the ability descriptions below for the specific type of D’Stradi. On a failure, no demons answer the summons. Summoned creatures automatically return whence they came after one hour. A demon that has just been summoned cannot use its own summon ability for one hour. Most demons do not use their summon ability lightly, since it leaves them beholden to the summoned creature. In general, they use it only when necessary to save their own lives.

Demon Qualities Immunities (Ex): D’Stradi demons are immune to poison and electricity. Resistances (Ex): D’Stradi demons have resistance to acid 10, cold 10, and fire 10. Telepathy (Su): D’Stradi demons can communicate telepathically with any creatures within 100 feet that have a language.

D’Stradi Abductor Gangly creatures that appear at first glance to be all arms and legs, these gaunt demons walk in a crouch, their narrow, serpentine faces always nervously looking about. Their scaly flesh runs from a deep green to black. D’Stradi abductors are bloodthirsty, conniving, disgusting creatures filled with loathing and hatred. They work alone or in small groups as thieves and kidnappers, often attempting to remove important individuals from the battlefield or to abduct leaders right out of their own homes. Consummate cowards, they teleport away if seriously threatened or intimidated. COMBAT In combat, the primary tactic of the D’Stradi abductor is to teleport in, grab a victim and teleport away with the captive— usually to a prearranged sealed holding area, where the creature leaves the foe, teleporting again to grab more abductees. If intending to engage in actual combat, they use magical bastard swords called bloodblades, although they still attempt to use their teleporting ability to get into position to make sneak attacks. Bloodblade: D’Stradi abductors use these blades, powered by their own unique blood. This blood tie ensures that they do not function for any other creature other than as +1 bastard swords. In addition to being +1 bastard swords, these weapons are wounding swords that cause a foe to suffer 1 point of Constitution damage from blood loss. All D’Stradi abductors are proficient with this weapon. Sneak Attack (Ex): All D’Stradi abductors can make sneak attacks like rogues, inflicting an additional +2d6 points of damage. Improved Grab (Ex): To use this ability, the abductor must hit with a claw attack. The creature usually teleports away with successfully grappled victims on the next round.

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