PRANA GHOST FIREBREATHER CR 7
Human prana ghost pyrykineticist 7
NE Medium outsider (augmented humanoid, extraplanar,
human, incorporeal)
Init +3; Senses darkvision 60 ft., Perception
+17
DEFENSE
AC 16, touch
15, flat-footed 15 (+1 deflection, +4 Dex, +2 Wis)
hp 105 (7d8+70);
21 nonlethal damage from burn
Fort +10, Ref +10, Will +3
Defensive
Abilities fortification (15%), incorporeal, rejuvenation, searing flesh (3
damage); Immune dazing, disease,
effects requiring a physical body, exhaustion, fatigue, nonlethal damage,
paralysis, poison, sleep effects, stunning
Weaknesses living
prana
OFFENCE
Speed fly 30
ft. (perfect); astral step (2/day)
Melee dazing
touch +15 incorporeal touch attack (1d6 plus daze)
Ranged fire
blast +11 touch (4d6+6 fire) or
Blue flame
blast +11 touch (8d6+6 fire)
Special Attacks dazing
touch (DC 15), kinetic blast, metakinesis (empower)
Kinetic Wild
Talents Known
Defense—searing flesh
Infusions—burning infusion (DC 16), fan of flames (DC
16), mobile blast (DC 16)
Kinetic blasts—blue flame blast (8d6+6 fire), fire blast
(4d6+6 fire)
Utility—basic pyrokinesis, cold adaptation, fire
sculptor, flame jet, heat adaptation, skilled kineticist
STATISTICS
Str 0, Dex 22, Con 22, Int 8, Wis 12, Cha 13
Base Atk +5; CMB +6; CMD 21
Feats Alertness
(B), Delay Blast, Dodge, Extra Wild Talent, Improved Initiative (B), Point-Blank
Shot, Stealthy, Toughness (B)
Skills Acrobatics
+25, Escape Artist +20, Intimidate +7, Knowledge (nature) +6, Perception +17,
Perform (dance) +5, Stealth +25
Languages
Common
SQ burn (2
points/round, max 7), elemental overflow +2, expanded element (fire), gather
power, infusion specialization 1, internal buffer 1
Combat Gear potion of cure moderate wounds (2), potion of gaseous form, flash powder
(2), keros oil (5), paper candle fireworks (100), skyrocket fireworks (2); Other Gear +1 studded leather, heavy mace, cloak of resistance +1, ring of protection +1, entertainer’s outfit,
85 gp.
psychoplasmic GORGON CR 9
XP 4,800
N
Large outsider (augmented magical beast,
extraplanar)
Init +4; Senses darkvision 60 ft., low-light
vision, scent; Perception +21
DEFENSE
AC 21, touch 9, flat-footed 20 (+13 natural, –1 size)
hp 100 (8d10+56)
Fort +13, Ref +6, Will +7
DR 5/magic or adamantine; Resist cold 10, electricity 10, fire
10; SR 14 (psychic spells bypass SR)
OFFENSE
Speed 30 ft., fly 60 ft. (fly on Astral Plane only)
Melee gore +14 (2d8+7), 2 hooves +9 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (60-foot cone, turn to
stone, Fortitude DC 21 negates), mindlock (DC 16), trample (2d8+10, DC 21)
STATISTICS
Str 24, Dex 14, Con 24, Int 6, Wis 16, Cha 9
Base Atk +8; CMB +16; CMD 26
Skills Perception +21
SQ compresson
ECOLOGY
Environment temperate plains, rocky hills, and
underground
Organization solitary, pair, pack (3–4), or herd
(5–12)
Treasure none
SPECIAL ABILITIES
Breath Weapon A gorgon can use its breath weapon once
every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the
area of the gas can attempt a DC 21 Fortitude save to resist the effects, but
those who fail the save are immediately petrified. This petrification is
temporary—each round, a petrified creature can attempt a new DC 21 Fortitude
save to recover from the petrification as long as it is not caught within the
area of effect of the gorgon's breath weapon a second time while petrified. A
creature exposed to the gorgon's breath a second time while already petrified
becomes permanently petrified, and can no longer attempt to make additional
Fortitude saves to recover naturally. The save DC is Constitution-based.
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