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Fenixborn
Medium Outsider (Good, Native)
Hit Dice: 11d8+44 (93 hp)
Initiative: +7
Speed: 30 ft. (6 squares) (mithril shirt); base 30 ft., Fly 90 ft. (Good)
Armor Class: 22 (+1 Dex , +4 mithril shirt, +7 natural), touch 11, flat-footed 21
Base Attack/Grapple: +11/+14
Attack: silvered morningstar +16 melee (1d8+2 plus 1d6 fire) OR composite longbow (Mighty +3) +14 ranged (1d8+3) OR scorching ray +14 ranged touch (4d6 fire)
Full Attack: silvered morningstar +14/+14/+9/+9/+4 melee (1d8+2 plus 1d6 fire) OR composite longbow (Mighty +3) +14/+9/+4 ranged (1d8+3) OR scorching ray +14 ranged touch (4d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burning hands, scorching ray, spell-like abilities
Special Qualities: Damage reduction 10/cold iron, darkvision 60 ft., immune to fire, outsider traits, resistance to cold 10 and sonic 10, spell resistance 19
Saves: Fort +11, Ref +10, Will +6
Abilities: Str 16, Dex 16, Con 18, Int 10, Wis 8, Cha 16
Skills: Balance +5, Bluff +13, Diplomacy +9, Hide +13, Intimidate +18, Knowledge (the planes) +5, Jump +5, Listen +20, Move Silently +13, Search +21, Sense Motive +12, Spot +20, Tumble +10
Feats: Endurance (B), Fly-by Attack, Improved Initiative (B), Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (morningstar)
Environment: Any Upper Plane
Organization: Solitary or warband (2-5)
Challenge Rating: 8
Treasure: Standard plus two silvered morningstars and mithril shirt.
Alignment: Often neutral good
Advancement: By character class
Level Adjustment: +4
A powerfully-muscled humanoid with magnificent red and orange feathered wings, this creature's gaze is strong and piercing. It wears sparkling golden chainmail and carries a longbow and a pair of silvered morningstars.
The fenixborn are a race of celestials with the blood of the mysterious Phoenix in their veins. Their heritage is clear from their red wings and natural fire magic, as well as their inherent desire to battle evil. Fenixborn often appear in groups of other celestials, such as guardinals and archons, because they have no cities on the Upper Planes to call their own. They often travel the planes on a never-ending personal crusade for evil-and a place to call their own.
Fenixborn are always consumed with a passion to do good. They often make poor choices in the pursuit of their cause, leading wiser celestials to look down on them with a mixture of pity and bemusement. If the fenixborn notice the snide comments, they make no mention of it. Or perhaps their yearning to fit in with the likes of the angels and archons causes them to suffer through it in silence.
Fenixborn stand between 6 and 7 feet in height with about a 12 foot wingspan, and weigh 200 to 300 lbs. They speak their Celestial, Common, and Ignan.
Combat
Fenixborn love to attack quickly and with savage ferocity, bashing an opponent with twin flaming morningstars. Against tough opponents, though, they will instead use their great speed to strafe the enemy with arrows or scorching rays. They greatly rely on their ability to shrug off most weapons, often attacking without waiting to see whether their opponents are capable of harming them or not.
Burning Hands (Su): All melee attacks made by the fenixborn inflict an additional 1d6 points of fire damage.
Spell-like Abilities (Sp): At will: flame arrows, see invisibility, light. 3/day: cure serious wounds, haste (self only), protection from evil. Caster level 6th.
Scorching Ray (Su): A fenixborn can start a blazing fire with a single glance. They may blast foes with a scorching ray from their eyes at will. Caster level 6th.
Skills: A fenixborn gains a +8 racial bonus to Listen, Search, and Spot skill checks.
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