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Thread: Jerry's entourage [IC]

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    Bugbear in the Playground
     
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    Default Re: Jerry's entourage [IC]

    Nevral exhales slowly and deliberately, thoroughly irritated. "Well. If the might of the Grand Empire is what you wish to see, then that is what you will get. FLAYWIND!, Let's take after our many headed compatriot. I'm sure you would love to find out what elf taste like, a fine delicacy." A magical gust of sand and wind envelops the hell hound as the lupine monarch mounts it, raises both a leg and a scepter, releasing a howling chant of transformative magic.
    The Hell Hound polymorphs into a massive seven headed hydra and breaths fire at a particularly annoying Bird, then advances towards the Golem.

    Spoiler: OOC
    Show
    Nevral
    Standard Action: Polymorph targeting Flaywind into a 7 headed pyrohydra
    Move Action: Mount Flaywind

    Flaywind
    Standard Action: Breath weapon @bird in Square T7, Reflex Half (DC19), 7 Fire Damage, Recharges in 5 rounds
    Move Action: move Bottom left corner from R11 to O13

    Spoiler: statistics
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    Spoiler: Nevral
    Show
    Nevral, Dread Emperor of the DunesMale Lawful Evil Marrucrat Abomination Marrucrat 5, Marruspawn Abomination 2, Level 7, Init 4, HP 38/53, DR 3/Magic, Speed 30ft
    AC 18, Touch 16, Flat-footed 14, Fort +5, Ref +7, Will +5, Base Attack Bonus +4
    attacks
    Scepter of the Marru (Masterwork Club) +5 (1d6, x2)
    Bite +4 (1d8, x2)
    Claw +4 (1d6, x2)
    (+2 Dex, +2 Natural)
    Abilities Str 10, Dex 14, Con 16, Int 24, Wis 10, Cha 8
    Condition Magical Effects:
    Mage Armor [7hr Duration, +4 Armor bonus (applies to touch attacks)]


    Magic Item Effects
    Headband of Intellect +2: +2 enchantment bonus to intelligence
    Amulet of Health +2: +2 enchantment bonus to Constitution
    Scepter of the Marru: Multiple effects
    - Functions as a spellbook with limitless pages,
    - whenever weilder casts a spell apply ONE of the following to the spell: +1 to Attack roll as part of spell, +1 to damage against each creature damaged by the spell [bonus applies once to each creature damage, even if dmg is dealt to the same creature multiple times such as with wall of fire or magic missiles], +1 to Save DC, +1 to healing for each target
    - may expend a spell slot to gain that many more uses of Healing Howl per day.
    Right Eye of Nevral: +1 hit point, +1 intimidation checks


    Spellcasting: as a Wizard Lvl 7
    Spell Slots: 0|4/4, 1st|5/6, 2nd|5/5, 3rd|4/4, 4th|1/2
    Spell DCs
    Prepared Spells by Spell Level
    prepared spells
    0 (4): DC 17
    Detect Magic (x2): Detects spells and magic items within 60 ft. (Player’s Handbook; Pg219)
    Amanuensis: Copy nonmagical text. (Spell Compendium, Pg 9)
    Silent Portal: Negates sound from door or window. (Spell Compendium, Pg190)
    1 (6): DC 18/19 (for [earth] spells and desiccation spells.)
    Mage Armor: Gives subject +4 armor bonus. (Player’s Handbook, Pg 249)
    Magic Missiles (x2): 4 missiles, 1d4+1 damage each. (Player’s Handbook, Pg 251)
    Parching Touch (x2): 8 touch charges, 1d6 dessication damage and possibly 1 Con damage. (Sandstorms, Pg 118)
    Grease: Makes 10-ft. square or one object slippery. (Player’s Handbook, Pg237)
    2 (5): DC 19/20 (for [earth] spells and desiccation spells.)
    Alter Self (x2): Assume form of a Simular Creature [Outsider] (Player's Handbook, Pg 197)
    Rope Trick: As many as eight creatures hide in extradimensional space. (Player’s Handbook, Pg273)
    Web: Fills 20-ft.-radius spread with sticky spiderwebs. (Player’s Handbook, Pg 301)
    Glitterdust: Blinds creatures, outlines invisible creatures. (Player’s Handbook, Pg236)
    3 (4): DC 20/21 (for [earth] spells and desiccation spells.)
    Haste (x2): Up to 8 creatures move faster and gain +1 on attack rolls, AC, and Reflex saves (Player’s Handbook, Pg 239)
    Slow (x2): Up to 8 creatures takes only one action/round, –2 to AC, –2 on attack rolls. (Player’s Handbook, Pg 280)
    4 (2): DC 21/22 (for [earth] spells and desiccation spells.)
    Polymorph (x2): Gives one willing subject a new form. (Player’s Handbook, Pg 263)
    Spoiler: Flaywind
    Show
    Flaywind Statistics (Hell Hound with Marrucraft Transfusion) BOLD = Changes due to Polymorph STRIKE-THROUGH = what is replaced

    Type: Outsider (Evil, Lawful, Fire, Extraplanar, Marruspawn) [Magical Beast (Fire) (Marruspawn)]
    Size: Medium [HUGE]
    Hit Dice: 4d8+4 [+20] (26hp) [(42hp)]
    Initiative: +5
    Speed: 40ft. (8 Squares) [20ft. (4 squares)]
    Armor Class: 24 [25] (+1 Dex, +9 [+12] natural, +4 armor bonus [Mage Armor] [-2 size]), touch 15 [13], Flat-footed 23 [24]
    Base Attack/Grapple: +4/+5 [+4/+16]
    Attack: [7] Bite[s] +5 [+6] melee (1d8+1 [1d10+4] plus 1d6 fire)
    Space/Reach: 5ft./5ft.
    Special Attacks: Breath Weapon (Su), Fiery Bite (Su)
    Special Qualities: Darkvision 60ft, Low-light vison., Immunity to Fire, Scent, Vulnerability to Cold
    Saves: Fort +5 [+9], Ref +6, Will +5
    Abilities: Str 13 [19], Dex 13 [12], Con 13 [20], Int 9, Wis 10, Cha 6
    Skills: Hide+13 [+4], Jump +12 [+11], Listen +11, Move Silently +13, Spot +7, Survival +7*
    Feats: Improved Initiative, Run, Track[Bonus feat]
    Environment: A Lawful evil-aligned plane
    Organization: Familiar
    Treasure: None
    Alignment: Lawful Evil
    Advancement: Familiar
    Level Adjustment: +3 (Cohort)
    A typical hell hound stands 4½ feet high at the shoulder and weighs 120 pounds.
    Flaywind does not speak but understand Infernal.


    Combat


    A hell hound’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
    [Hydras can attack with all their heads at no penalty, even if they move or charge during the round.]

    Breath Weapon (Su)
    10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 14 [19] half. The save DC is Constitution-based. [10 + 1/2 HD + CON mod]


    Fiery Bite (Su)
    A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.


    Skills
    Hell hounds have a +5 racial bonus on Hide and Move Silently checks.
    Marruspawn have a +4 racial bonus to Listen checks
    *They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.
    [Due to Speed, -4 to Jump Checks
    Due to Size, -8 to Hide checks
    ]

    Spell Effects
    Mage Armor [7 hours] [Shared] +4 AC, applies to touch AC
    Polymorph [7 minutes] take the form of a Pyro-Hydra.
    Last edited by D&DPrinceTandem; 2023-10-25 at 09:32 PM.
    Quote Originally Posted by Flappeercraft
    NAAARUUUUTOOOOOOOO