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| Shifting Master09-01-03, 09:12 AM | Inspirer Large Outsider (Chaotic or Lawful, Extraplanar) Hit Dice: 17d8+136 Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: 50 ft., fly 100 ft. (good), climb 40 ft. Armor Class: 31 (-1 size, +7 Dex, +15 natural), touch 16, flat-footed 24 Base Attack/Grapple: +17/+29 Attack: +2 keen lawful/chaotic bastard sword** +30 melee (1d10+18/17-20/x3 and 2d6 lawful/chaotic damage) Full Attack: 2 slams +28 melee (1d8+18), or +2 keen lawful/chaotic bastard sword** +30/+25/+20/+15 (1d10+18/17-20/x3 and 2d6 lawful/chaotic damage) Space/Reach: 5 ft./10 ft Special Attacks: Inspiration, spell-like abilities Special Qualities: Acid, cold and electricity resistance 20, darkvision, 90 ft., DR 10/cold iron, geas rebound, immunities, lowlight vision, SR 25, weapon Saves: Fort +18, Ref +17, Will +13 Abilities: Str 34, Dex 25, Con 26, Int 18, Wis 17, Cha 11 Skills: (204) Appraise +9, Balance +15, Climb +16, Concentration +20, Craft (any two) +10, Diplomacy +15, Disguise +7, Escape Artist +13, Gather Information +12, Jump +18, Knowledge (arcana, the planes) +16 Knowledge (any three) +10, Listen +11, Ride +14, Search +15, Sense Motive +20, Sleight of Hand +17, Spot +15, Survival +8, Swim +19 Feats: Cleave, Dodge (B), Great Cleave, Improve Critical (bastard sword), Improved Initiative (B), Power Attack, Spell Focus (enchantment) Environment: Any land and underground Organization: Solitary or thrall (1 plus 1-4 inspired creatures of CR 12-13) Challenge Rating: 16 or 18 (thrall) Treasure: Double standard Alignment: Always lawful neutral or chaotic neutral Advancement: 19-20 HD (Large) or by character class Level Adjustment: -- Inspirers are incredible creatures from some distant plane. They uphold either law or chaos and will destroy anything they need to in order to achieve their ends, which often involve destroying other inspirers of the opposing alignment. The lawful inspirers usually attempt to create armies with their powers of influence to rule over the chaotic inspirers. The chaotic inspirers may choose to create similar armies, but sometimes ally with the githzerai or the slaad in order to expand the plane of Limbo. The inspirer distantly resembles a smaller, ornamental shield guardian, and the first inspirers may have been constructs similar to such golems. However, at some point the inspirers were instilled with life force and began thinking for themselves. Lawful inspirers often wear complex, jeweled robes, while the chaotic inspirers wear mismatched, brightly colored clothing, though some parts of these clothes are often instilled with some sort of magical effect. Inspirers speak Abyssal, Celestial, Common, Draconic, Giant and Infernal. Combat The inspirer’s namesake comes from the sudden ‘inspiration’ the creature it attempts to geas gains when it begins losing hit points and gets penalties to ability scores. The inspirer will not use the inspiration power unless it has lost at least 150 hit points. The inspirer will start combat with spell-like abilities like divine favor, enthrall and random action. Geas Rebound (Ex): If a spellcaster attempts to cast geas/quest or lesser geas on an inspirer, the effect is rebounded at the spellcaster without a saving throw. The inspirer automatically instructs the spellcaster, as geas/quest. Immunities (Ex): Inspirers are immune to enchantment spells and effects, fear and poison. Inspiration (Su): Once per day, an inspirer can use geas/quest on any creature as a supernatural ability (no spell resistance). They do not use this ability lightly, and only when they fear they will be killed. The creature is aware that it is under the command of the spell. The command is often ‘fight your allies’ or ‘defend me’. This ability takes two rounds to use, but the inspirer can use spell-like abilities during those rounds. It loses its Dexterity modifier to AC and attackers get a +2 bonus on attacks against it. Caster level 20th. Spell-like Abilities (Sp): At will - detect chaos/law, detect magic, detect poison, endure elements, faerie fire, guidance, virtue. 3/day - divine favor, doom, enthrall*, mirror image, random action*, sanctuary, true strike. 1/day - bestow curse, cause fear*, confusion*, cure moderate wounds, dominate person*, eyebite, hypnotism*, insanity*, magic weapon, protection from elements, suggestion*. Caster level 17th, save DC 22 plus the spell level (*DC 24 plus spell level for these spells). Weapon: **The sword an inspirer wields is either lawful or chaotic, depending on the inspirer’s alignment. |