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* Death Roll (Ex)
 
* Death Roll (Ex)
 
When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
 
When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
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== Lantern Archon + Augment summoning==
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* LG Small outsider (archon, extraplanar, good, lawful)
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* Init +4;
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* Senses darkvision 60 ft., low-light vision; Perception +4
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* Speed fly 60 ft. (perfect)
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* aura of menace (DC 13)
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* AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
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* hp 17 (2d10+2+4)
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* Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
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* DR 10/evil; Immune electricity, petrification
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* Ranged 2 light rays +3 ranged touch (1d6)
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*Spell-Like Abilities (CL 3rd): At Will—aid, continual flame, detect evil
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* Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
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* Base Atk +2; CMB –2; CMD 8
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* Feats Improved Initiative
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* Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
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* Languages Celestial, Draconic, Infernal; truespeech
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* aura of menace (DC 13)
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Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.

Versio 12. joulukuuta 2015 kello 22.47

Celestial Leopard + Augment summoning

  • N Medium animal
  • Init +4;
  • Senses low-light vision, darkvision 60 ft, scent; Perception +5
  • Speed 30 ft., climb 20 ft.


  • AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
  • hp 25 (3d8+6+6)
  • Fort +7, Ref +7, Will +2
  • Resist Cold, Acid, and Electricity 5
  • SR 7


  • Melee bite +7 (1d6+5 plus grab), 2 claws +7 (1d3+5)
  • Special Attacks pounce, rake (2 claws +7, 1d3+5)


  • Str 20, Dex 19, Con 19, Int 2, Wis 13, Cha 6
  • Base Atk +2; CMB +7 (+11 grapple); CMD 21 (25 vs. trip)
  • Feats Skill Focus (Stealth), Weapon Finesse
  • Skills Acrobatics +8, Climb +13, Perception +5, Stealth +11 (+15 in undergrowth); Racial Modifiers +4 on Stealth in undergrowth


  • Smite evil 1/day as a swift action, +3 dmg against target evil

Celestial crocodile + Augment summoning

  • N Large animal
  • Init +1
  • Senses low-light vision, darkvision 60 ft; Perception +8
  • Speed 20 ft., swim 30 ft.; sprint (40ft 1 round)
  • AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
  • hp 28 (3d8+9+6)
  • Fort +8, Ref +4, Will +2
  • Resist Cold, Acid, and Electricity 5
  • SR 7


  • Melee bite +7 (1d8+6 plus grab) and tail slap +2 (1d12+3)
  • Space 10 ft.; Reach 5 ft.
  • Special Attacks death roll (1d8+8 plus trip)


  • Str 23, Dex 12, Con 21, Int 1, Wis 12, Cha 2
  • Base Atk +2; CMB +9 (+13 grapple); CMD 20 (24 vs. trip)
  • Feats Skill Focus (Perception, Stealth)
  • Skills Perception +8, Stealth +5 (+13 in water), Swim +12; Racial Modifiers +8 on Stealth in water
  • SQ hold breath


  • Smite evil 1/day as a swift action, +3 dmg against target evil
  • Death Roll (Ex)

When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.

Lantern Archon + Augment summoning

  • LG Small outsider (archon, extraplanar, good, lawful)
  • Init +4;
  • Senses darkvision 60 ft., low-light vision; Perception +4
  • Speed fly 60 ft. (perfect)
  • aura of menace (DC 13)


  • AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
  • hp 17 (2d10+2+4)
  • Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
  • DR 10/evil; Immune electricity, petrification


  • Ranged 2 light rays +3 ranged touch (1d6)


  • Spell-Like Abilities (CL 3rd): At Will—aid, continual flame, detect evil


  • Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
  • Base Atk +2; CMB –2; CMD 8
  • Feats Improved Initiative
  • Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
  • Languages Celestial, Draconic, Infernal; truespeech


  • aura of menace (DC 13)

Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.