| Post/Author/DateTime | Post |
|---|---|
| Rakor02-26-08, 05:24 PM | I was hoping to get some feedback on an updated and modified Rilmani Aurumach that I hope to use in an upcoming adventure. I'm hoping for a CR around 18-19. I'm sorry for any non-standard formatting in the stat block. I've also removed a lot of its low level social spell likes (command, suggestion, etc). So PEACH I guess. Aurumach (Large, Outsider, Extraplanar) Hit Dice: 16d8+112 Avg: 187 Max: 240 Initiative: +4 Speed: 50 ft (10 squares) Armor Class: 38 (+14 Natural Armor +13 Full Plate +1 Dex -1 Size +1 Dodge), Touch: 11, Flat Footed: 36. Base Attack/Grapple: 16/27 Attack: +5 Halbred +27 Melee (2d8+15 19-20x3) OR Energy Ray +20 ranged touch (2d6+10) Full Attack: +5 Halbred 27/22/17/12 Melee (2d8+15 19-20x3) Space/Reach: 10ft/10ft (20ft w/ Halbred)(Note Short Haft feat) Special Attacks: Energy Rays, Antithesis, Spell-like Abilities. Special Qualities: Damage Reduction 20/special (see text), Aura, Fast Healin 20, Resist Sonic 20, Immune Acid, Poison. Spell Resistance 28, True Seeing. Saves: Fort 17 Ref 14 Will 17 Abilities: Str 24 Dex 18 Con 24 Int 22 Wis 24 Cha 26 Skills: Diplomacy 27, Bluff 27, Concentration 26, Sense Motive 26, Intimidate 27, Listen 26, Spot 26, Spellcraft 25, Search 25, Knowledge (any five) 25.(not counting skill synergies) Feats: Imp Crit (halbred), Combat Reflexes, Short Haft (PHB2), Dodge, Mobility, Spring Attack. CR ?? Aura: Acts as Globe of Invulnerability plus dealing 4d6 damage to hostile creatures when they enter the area and at the beginning of each of their turns. Will (DC 26) half. Energy Rays: Ranged Touch, as an attack deals 2d10+10 damage and acts as the target's most vulnerable energy type. 60ft range. Antithesis: When an Aurumach hits with a weapon attack it does 2d6 extra damage to creatures with Good, Evil, Lawful or Chaotic alignments. If creature has two alignment components it takes 4d6 damage. The type of damage is opposite to the alignment the Aurumach is hitting. IE a Chaotic Good creature would take 2d6 lawful damage and 2d6 evil damage. Damage Reduction: The Aurumach has DR 20 which is reduced by 5 for each alignment component of the weapon being used against it. IE A lawful weapon would face DR 15, a Lawful Good weapon would face DR 10. True Seeing: The Aurumach's true seeing ability mimics the Divine version of the spell allowing it to determine alignments. Spell Likes: Greater Dispel Magic, Magic Circles, Magic Missile, Teleport Without Error, Chain Lightning. 3/day: Fly, Heal, Mind Blank, Prismatic Spray. Gear: +5 Full Plate, +5 Halbred. |