ngilop
2014-06-25, 11:42 PM
Chedicar
Size/Type: Large Outsider(evil)
Hit Dice: 12d8+48 (102 hp)
Initiative: +6 ( +2 dex, +4 improved Initiative)
Speed: 50ft.
Armor Class: 28, touch 11, flat-footed 20 (-1 size, +2 dex, +6 Breast Plate+1, +11 natural)
Base Attack/Grapple: +12/+21
Attack: +18 Large+1 ranseur 2d6+8 X3 or claw +16 melee (1d8+5)
Full Attack: Large +1 ranseur +18/+13/+8 melee (2d6+8/x3) or 2 claws +16 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Cold Frenzy, Drain Life, Frenzy, Mangle, Spell-like Abilities
Special Qualities: Damage Reduction 10/Good, Darkvision 60 ft., Fast Healing 2, Immunity to cold, disease, exhaustion, fatigue, and poison, Immunity to spells and effects with the charm and compulsion descriptor, Resistance cold 20, fire 20, sonic 20, SR 25
Saves: Fort +12, Ref +10, Will +12
Abilities: Str 21, Dex 14, Con 19, Int 12, Wis 15, Cha 11
Skills: Appraise +7, Climb +20, Intimidate +15, Handle Animal +15, Spot +17, Listen +17, Jump +20, Spellcraft +10, Sense Motive +17, Survival +19,
Feats: Weapon focus (Ranseur), Improved Initiative, Power Attack, Iron Will, Improved Bullrush
Enviroment: Any evil plane
Organization: Solitary, or band (4-10)
Challange Rating: 11
Treasure: Standard plus Large +1 breastplate and Large+1 ranseur.
Alignment: Any Evil
Advancement: Large 12-14 HD, Huge 15-18 HD
Level Adjustment: —
Chedicar resemble powerfully built humanoids standing between 9 and 12 feet tall. These creatures are covered in muscle and blueish purple fur. They walk upright on sturdy legs enlongated arms and use armor and wield weapons.
Chedicar have a militaristic society, devoted to the expansion of warfare and evil. Chedicar are indoctrinated to serve in wars from the moment they are 'born'. They often hire themselves out to others as mercanaries, especially when called to combat the forces of good.
Chedicar for all their military focus, have little in mind when it comes to tactics, not normally using the vast array of supernatural abilties given to them. Were Chedicar not such ferocious oppoenents their feeble attempts at tactics and such might be considered laughable.
In combat chedicar usually just charge their opponents with a bulrush attempt. Swinging away with full attacks against a single opponent. Against celestials chedicar are more apt to use any of their spell like abilities, normally 'softening' the opposition up with an unholy blight before charging into the fray. If met with any semblance of stern resistance the chedicar go into their cold frenzy. When brought below half life chedicar drain life, restoring their own health and dwindling that of their foes.
Drain Life (Su): At will as a swift action,but only once per encounter, a chedicar may drain life energy from all opponenets within 10 feet. This ability deals 12d4 points of damage and heals the chedicar for one fourth that ammount. A Successful fortutude save DC 16 negates the damage, the save is charisma based.
Cold Frenzy (Ex): Once per day as a free action, a chedicar may work itself into a fighting rage for 2d4+4 rounds, at which time the cold frenzy ends with no ill effects for the chedicar. This grants the chedicar a +4 enhancement bonus to strength, dexterity, and constitition as well as a +2 morale bonus to will saves.
Mangle (Ex): If a chedicar hits an oppoent twice with his weapon in the same round, the target takes an additional 3d8 points of bleed damage for the next 3 rounds. A Heal check DC 15 stops this bleeding.
Spell Like Abilities:
At will—See Invisible, Ice Storm, Darkness, 1/day— Unholy Blight. Caster Level 10th.
Resistances (Ex): a Chedicar has fire, Electricity and sonic resistance 20.
Immunities (Ex): A chedicar is immune to cold, poison, disease, Fatigue, exhaustion, as well as spells and effects with the charm and compulsion descriptor
Size/Type: Large Outsider(evil)
Hit Dice: 12d8+48 (102 hp)
Initiative: +6 ( +2 dex, +4 improved Initiative)
Speed: 50ft.
Armor Class: 28, touch 11, flat-footed 20 (-1 size, +2 dex, +6 Breast Plate+1, +11 natural)
Base Attack/Grapple: +12/+21
Attack: +18 Large+1 ranseur 2d6+8 X3 or claw +16 melee (1d8+5)
Full Attack: Large +1 ranseur +18/+13/+8 melee (2d6+8/x3) or 2 claws +16 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Cold Frenzy, Drain Life, Frenzy, Mangle, Spell-like Abilities
Special Qualities: Damage Reduction 10/Good, Darkvision 60 ft., Fast Healing 2, Immunity to cold, disease, exhaustion, fatigue, and poison, Immunity to spells and effects with the charm and compulsion descriptor, Resistance cold 20, fire 20, sonic 20, SR 25
Saves: Fort +12, Ref +10, Will +12
Abilities: Str 21, Dex 14, Con 19, Int 12, Wis 15, Cha 11
Skills: Appraise +7, Climb +20, Intimidate +15, Handle Animal +15, Spot +17, Listen +17, Jump +20, Spellcraft +10, Sense Motive +17, Survival +19,
Feats: Weapon focus (Ranseur), Improved Initiative, Power Attack, Iron Will, Improved Bullrush
Enviroment: Any evil plane
Organization: Solitary, or band (4-10)
Challange Rating: 11
Treasure: Standard plus Large +1 breastplate and Large+1 ranseur.
Alignment: Any Evil
Advancement: Large 12-14 HD, Huge 15-18 HD
Level Adjustment: —
Chedicar resemble powerfully built humanoids standing between 9 and 12 feet tall. These creatures are covered in muscle and blueish purple fur. They walk upright on sturdy legs enlongated arms and use armor and wield weapons.
Chedicar have a militaristic society, devoted to the expansion of warfare and evil. Chedicar are indoctrinated to serve in wars from the moment they are 'born'. They often hire themselves out to others as mercanaries, especially when called to combat the forces of good.
Chedicar for all their military focus, have little in mind when it comes to tactics, not normally using the vast array of supernatural abilties given to them. Were Chedicar not such ferocious oppoenents their feeble attempts at tactics and such might be considered laughable.
In combat chedicar usually just charge their opponents with a bulrush attempt. Swinging away with full attacks against a single opponent. Against celestials chedicar are more apt to use any of their spell like abilities, normally 'softening' the opposition up with an unholy blight before charging into the fray. If met with any semblance of stern resistance the chedicar go into their cold frenzy. When brought below half life chedicar drain life, restoring their own health and dwindling that of their foes.
Drain Life (Su): At will as a swift action,but only once per encounter, a chedicar may drain life energy from all opponenets within 10 feet. This ability deals 12d4 points of damage and heals the chedicar for one fourth that ammount. A Successful fortutude save DC 16 negates the damage, the save is charisma based.
Cold Frenzy (Ex): Once per day as a free action, a chedicar may work itself into a fighting rage for 2d4+4 rounds, at which time the cold frenzy ends with no ill effects for the chedicar. This grants the chedicar a +4 enhancement bonus to strength, dexterity, and constitition as well as a +2 morale bonus to will saves.
Mangle (Ex): If a chedicar hits an oppoent twice with his weapon in the same round, the target takes an additional 3d8 points of bleed damage for the next 3 rounds. A Heal check DC 15 stops this bleeding.
Spell Like Abilities:
At will—See Invisible, Ice Storm, Darkness, 1/day— Unholy Blight. Caster Level 10th.
Resistances (Ex): a Chedicar has fire, Electricity and sonic resistance 20.
Immunities (Ex): A chedicar is immune to cold, poison, disease, Fatigue, exhaustion, as well as spells and effects with the charm and compulsion descriptor