View Full Version : Pathfinder [Monster Reenvison] Qlippoth, Daelkyr

2016-02-25, 07:11 PM
This humanoid figure is horrifyingly beautiful to behold. Its alien countenance is only amplified be strange fleshy armor it bares, and the writhing lash that extends from its forearm.

Daelkyr _________________________________________CR 20
XP 307,200
Chaotic Evil Medium Outsider (Chaotic, Evil, Extraplanar, Qlippoth)
Init +9; Senses darkvision 60ft.; Perception 29
AC 35, Touch 15, Flat-Footed 30 (+5 Dex, +12 natural, +8 armor)
hp 290 hp (20d10+160); fast healing 5
Fort +14,Ref +17,Will +18
DR 10/cold iron and lawful; Immune cold, poison, mind-affecting effects; SR 28
Speed 40 ft.
Melee Slam +26/+21/+16/+11 (1d6+6 plus Corrupting Touch) or Tentacle Whip +27/+22/+17/+12 (1d4+7 plus Corrupting Touch)
Special Attacks horrific appearance (DC 29)
Spell-Like Abilities(CL 20th; concentration +28, spell penetration +22)
-At will - Baleful Polymorph (DC 24), Confusion (DC 24), Dimension Door, Feeblemind (DC 24), Haste, Mind Fog (DC 24), Polymorph, Slow (DC 22)
-3/day - Flesh to Stone (DC 25), Quickened Insanity (DC 27), Quickened Polymorph Any Object (DC 27), Stone to Flesh (DC 25)

Str 22,Dex 21,Con26 ,Int 25,Wis 22,Cha 25
Base Atk +20;CMB +26 (+4 vs trip, +2 vs disarm or steal);CMD 42 (+2 vs trip)
Feats Ability Focus (Horrific Appearence), Blind-Fight, Combat Expertise, Combat Reflexes, Greater Spell Penetration, Improved Initiative, Improved Trip, Quicken Spell-like Ability (Insanity), Quicken Spell-Like Ability (Polymorph Any Object), Toughness, Spell Penetration
Skills Acrobatics +28, Bluff +30, Disguise +30, Heal +20, Intimidate +30, Knowledge (arcana) +30, Knowledge (planes) +30, Perception +29, Sense Motive +29, Spellcraft +30, Stealth +28, Use Magic Device +30
Languages Abyssal; telepathy 300 ft.

Corrupting Touch (Su)
Whenever a Daelkyr successfully makes physical contact with another creature, whether it is with a slam attack, touch attack or successful combat maneuver, that creature takes 1d6 points of ability damage to the ability score of the daelkyr's choice. Striking a daelkyr with a natural weapon does not invoke this ability.
Horrific Appearance (Su)
Creatures that succumb to the daelkyr's horrific appearance are effected by a confusion effect (CL 20, DC 29).
Host Benefits (Living Breastplate)
-Armor (Ex): When the living breastplate is worn, the host is considered to be wearing medium armor with a +8 armor bonus, an Armor Check penalty of -2, spell failure chance of 15%, no reduction in speed and a maximum Dexterity bonus of +5. While worn, the living breastplate is considered to take up the armor slot.
-Damage Reduction (Ex): When the living breastplate is worn, the host also gains damage reduction of 10/Cold Iron. This does not stack with the Daelkyr's own damage reduction.
-Enhance Constitution (Su): When the living breastplate is worn, the host gains a +4 enhancement bonus to their Constitution score.
-Light Fortification (Ex): When the living breastplate is worn, the host gains Light Fortification, as per the armor enchantment of the same name.
-Stabilization (Ex): When the living breastplate is worn and the host drops below 0 hit points, the living breastplate will automatically stabilize the host as an immediate action by dealing 1 point of Strength damage. The host will do this automatically without any action from the host and regardless of the host's intention or desire.
-Telepathy (Su): A living breastplate can communicate telepathically with its host, if the host has a language.
Host Benefits (Tentacle Whip)
-Weapon (Ex): When the tentacle whip is worn, it is considered to be a masterwork scorpion whip except that it has 15' reach instead of the normal 10' and the host is always wielding it. If the attack is successful, it also injects poison as detailed above. It is important to note that the As One ability above does apply with the tentacle whip's 15 feet of reach for the purposes of touch-delivered effects.
-Improved Proficiency (Ex): When the tentacle whip is worn, the host is considered to have Agile Maneuvers, Exotic Weapon Proficiency (scorpion whip), Improved Disarm, Improved Trip, Improved Steal and Weapon Finesse as bonus feats, but only as they apply to using the tentacle whip. These benefits stack, as per usual, with the weapon qualities of a scorpion whip (like disarm and trip).
-Telepathy (Su): A living breastplate can communicate telepathically with its host, if the host has a language.

Enviornment any (Abyss)
Organization Solitary
Treasure Triple Standard (Living Breastplate, Tentacle Whip, and other treasure)

(Stuff to fill in, a little later)

I was thinking about the daelkyr as a whole, and remembered someone had updated them to pathfinder (As seen here (https://sites.google.com/site/eberronpathfinder/conversion-info/bestiary/monsters/d-f/daelkyr-xoriat-scion)). Wanting to put a new spin on them, I decided it would be interesting to interpret them as a form of qlippoth rather than a truly distinct class of Outsider. For the most part its basically copied from there, but altered here and there, so I cannot claim it fully as my own.