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Size/Type: Huge Outsider (ChaoticDemonExtraplanarEvil)
Hit Dice: 12d8+120 (174 hp) 00/174
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 27 (–2 size, +19 natural), touch 8, flat-footed 27
Base Attack/Grapple: +12/+30
Attack: Pincers +20 melee (2d8+10)
Full Attack: 2 pincers +20 melee (2d8+10) and 2 claws +18 melee (1d6+5) and bite +18 melee (1d8+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved grabspell-like abilitiessummon demon
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft., true seeing
Saves: Fort +18, Ref +8, Will +11
Abilities: Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20
Skills: Bluff +22, Concentration +25, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Knowledge (any two) +18, Listen +26, Move Silently +18, Search +18, Sense Motive +18, Spellcraft +18, Spot +26, Survival +3 (+5 following tracks)
Feats: CleaveGreat CleaveMultiattackPersuasivePower Attack
Environment: chaotic evil-aligned plane
Organization: Solitary or troupe (1 glabrezu, 1 succubus, and 2–5 vrocks)
Challenge Rating: 13
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic evil
Advancement: 13–18 HD (Huge); 19–36 HD (Gargantuan)
Level Adjustment:

Like succubi, glabrezu tempt victims into ruin, but they lure their prey with power or wealth rather than passion.

Glabrezu have penetrating violet eyes, and their skin color ranges from deep russet to pitch black. A glabrezu stands about 15 feet tall and weighs about 5,500 pounds.

COMBAT

Glabrezu prefer subterfuge to combat. However, if their attempts to entice or deceive fail, these enormous demons attack with a vengeance. They follow a confusion attack with melee attacks, hoping to finish off wounded foes with chaos hammer or unholy blight.

A glabrezu’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, a glabrezu must hit a Medium or smaller opponent with a pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Spell-Like Abilities: At will—chaos hammer (DC 19), confusion (DC 19), dispel magicmirror imagereverse gravity (DC 22), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 19); 1/day—power word stunCaster level 14th. The save DCs are Charisma-based.

Once per month, a glabrezu can fulfill a wish for a mortal humanoid. The demon can use this ability to offer a mortal whatever he or she desires—but unless the wish is used to create pain and suffering in the world, the glabrezu demands either terrible evil acts or great sacrifice as compensation.

Summon Demon (Sp): Once per day a glabrezu can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success. This ability is the equivalent of a 4th-level spell.

True Seeing (Su): Glabrezu continuously use true seeing as the spell (caster level 14th).

Skills: Glabrezu have a +8 racial bonus on Listen and Spot checks.

 

VROCK

 

Size/Type: Large Outsider (ChaoticDemonExtraplanarEvil)
Hit Dice:  1: 000/115  2: 000/115
Initiative: +2
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 22 (–1 size, +2 Dex, +11 natural), touch 11, flat-footed 20
Base Attack/Grapple: +10/+20
Attack: Claw +15 melee (2d6+6)
Full Attack: 2 claws +15 melee (2d6+6) and bite +13 melee (1d8+3) and 2 talons +13 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dance of ruin, spell-like abilities, spores, stunning screech, summon demon
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 17, telepathy 100 ft.
Saves: Fort +14, Ref +9, Will +10
Abilities: Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16
Skills: Concentration +20, Diplomacy +5, Hide +11, Intimidate +16, Knowledge (any one) +15, Listen +24, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 following tracks)
Feats: CleaveCombat ReflexesMultiattackPower Attack
Environment: chaotic evil-aligned plane
Organization: Solitary, pair, gang (3–5), or squad (6–10)
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11–14 HD (Large); 15–30 HD (Huge)
Level Adjustment: +8

A vrock is about 8 feet tall and weighs about 500 pounds.

COMBAT

Vrocks are vicious fighters who like to fly down into the enemy and cause as much damage as possible. They prance about in battle, taking briefly to the air and bringing their clawed feet into play. Despite their advantage in mobility, the vrocks’ deep love of battle frequently leads them into melee combats against heavy odds.

A vrock’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Dance of Ruin (Su): To use this ability, a group of at least three vrocks must join hands in a circle, dancing wildly and chanting.

At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures except for demons within the radius take 20d6 points of damage (Reflex DC 18 half ). Stunning, paralyzing, or slaying one of the vrocks stops the dance. The save DC is Charisma-based.

Spell-Like Abilities: At will—mirror imagetelekinesis (DC 18), greater teleport (self plus 50 pounds of objects only); 1/day—heroism. Caster level 12th. The save DCs are Charisma-based.

Spores (Ex): A vrock can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the vrock. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.

Stunning Screech (Su): Once per hour a vrock can emit a piercing screech. All creatures except for demons within a 30-foot radius must succeed on a DC 22 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

Summon Demon (Sp): Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

Skills: Vrocks have a +8 racial bonus on Listen and Spot checks.

Notas de juego

Combate superado

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24/03/2017, 18:14
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--- Pyro ---

Antes de comenzar el combate. Esa es la sala y la disposición. Las columnas, esos cuadrados 2x2 de madera, impiden el paso entre ellas a toda criatura mayor de 1x1. No así entre columnas y paredes. 

Turno 6
Endozal - 23 (Ileso) (N, 4) 
Silver - 19 (Herido) (H, 3; I, 4) 
Airel- 17 (Herida) (N, 9) 
Caelny - 14 (Herida leve) (O, 6) 
Damira - 13 (Herida) (E, 5; F, 6)
Lothlouin -11 (Herido) (M, 5) 
Malark - 6 (Herido) (O, 8; P, 9) 
Glabrezu - 6 (Herido) (K, 3; L, 5)

 

Notas de juego

Turno de Malark(hasta 19/05 a 14:30)

Actualizado 17/05

Leyenda:

Rojo: enemigos
Azul: aliados
Negro: muertos
Amarillo: invisible
Morado: paralizado
Blanco: ilusión

Malark: Poder divino y poder de la justicia. Espada sagrada
Lothlouin: Piel de piedra (110/110). Corona de protección. 
Endozal: Invisible.
Caelny: Brazales de viento.
Damira: Crecimiento.

Campo antigravedad: 12/14