Saturday, July 29, 2017

Fel'spark

Still under construction.

The following fiend is inspired by imps from World of Warcraft.

FEL'SPARK CR 3
XP 800
NE Tiny outsider (evil, extraplanar, fel'fiend)
Init +4; Senses darkvision 180 ft., low-light vision, see in darkness, Perception +12

DEFENSE
AC 17, touch 16, flat-footed 13 (+4 Dex, +2 size, +1 natural)
hp 22 (4d10); regeneration 1d2–1 (any)
Fort +1, Ref +8, Will +5; +4 vs. disease and poison
DR 5/magic; SR 14; Immune ability drain (taken as ability damage),
    death by massive damage, death effects, energy drain, paralysis,
    petrification, phantasms, involuntary polymorph effects, sleep effects
Resist acid 5, cold 5, electricity 5, fire 15, negative energy damage 5,
    psychic energy damage 5, sonic 5
Defensive Abilities cosmic defiance, momentary freedom, urgent resurgence

OFFENSE
Speed 40 ft., climb 20 ft., swim 30 ft.
Melee 2 claws +10 (1d2)
Melee/Ranged +1 handful of fel'fire +9 touch (1d4+2 fel'fire)
   and +1 handful of fel'fire +9 touch (1d4+2 fel'fire)
Ranged +1 handful of fel'fire +7/+7 touch (1d4+2 fel'fire)
   and +1 handful of fel'fire +7 touch (1d4+2 fel'fire)
Space 2-1/2 ft.; Reach 0 ft.
Special Attack cosmic strike, dual strike, handfuls of fel'fire

STATISTICS
Str 10, Dex 19, Con 10, Int 13, Wis 13, Cha 13
Base Attk +4; CMB +6; CMD 16
Feats Point-Blank Shot, Precise Shot
Racial Bonus Feats Conceal Scent, Diehard, Endurance, Lurker in Darkness,
    Rapid Shot, Run, Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +11, Bluff +5, Escape Artist +10, Climb +16,
    Knowledge (planes) +5, Perception +12, Sense Motive +12,
    Sleight of Hand +8, Spellcraft +8, Stealth +18, Swim +16
Racial Modifiers +4 Perception, +4 Sense Motive
Languages Abyssal, Aklo, Ignan, Infernal; telepathy 300 ft.
SQ concealed alignment, cosmic tolerance, no breath, trackless step

SPECIAL ABILITIES
Concealed Alignment (Ex) Fel'fiends radiate no alignment aura. This affects only alignment detection, not effects that cause harm or are otherwise based on alignment.
Cosmic Defiance (Ex) When and wherever it is advantageous, a stunned or cowering fel'fiend is only considered dazed.
Cosmic Strike (Su) The natural weapons of fel'fiends, as well as any weapons they wield, are considered ghost touch seaborne weapons and overcome all forms of damage reduction based on magic, alignment or material.
Cosmic Tolerance (Su) Fel'fiends adapt to hostile environments as per adapt body (psionic power).
Dual Strike (Ex) As a standard action, a fel'spark wielding a matched pair of light weapons may attack once with each at its highest base attack bonus. Any penalties for attacking with two weapons apply normally.
Handfuls of Fel'fire (Su) As a free or immediate action, a fel'spark may suspend or resume the green flames that burn harmlessly around each hand with the brightness of a torch. The flames around each free hand gain a +1 enhancement bonus per 4 effective caster levels when used as a light weapon to — deliver touch melee attacks (or) shoot ranged touch attacks out to medium range (100 ft. + 10 ft./level) with no range penalty. For a tiny attacker, each of those attacks deals a 1d4 base amount of fel'fire damage. Strength does not apply to such damage. The attacker's Charisma modifier applies to the damage dealt by any attack this ability enables. While not subject to resistance or immunity, fel'fire damage is considered fire damage. This is a supernatural evocation [fire] effect that functions normally underwater and deals damage normally to incorporeal targets. This ability cannot be used to ignite any other fire and is suspended for anyone rendered unconscious.
Momentary Freedom (Su) Once per minute as a free or immediate action, a fel'spark may move unhindered for 1 round as per freedom of movement.
Urgent Resurgence (Su) Once per minute as a free or immediate action, a fel'spark may grant one target creature within medium range (100 ft. + 10 ft./level) another attempt to save against an ongoing spell, spell-like ability, or supernatural ability, such as dominate person. If that creature is affected by more than one ongoing magical effect, it chooses one of them to retry the save against. If that creature succeeds on the saving throw gained from this ability, the effect ends immediately. This ability never restores hit points or ability score damage, but it does eliminate any conditions such as shaken, fatigued, or nauseated that were caused by a spell, spell-like ability, or supernatural ability. If a spell, spell-like ability, or supernatural ability doesn’t allow a save (such as power word stun), then this ability won’t help a creature recover from it.

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