Difference between revisions of "V (3.5e NPC)"
Infiltrator (talk | contribs) (Griffon is done. 2 more to go.) |
Infiltrator (talk | contribs) (Nightmare is complete. Only Shadow to go.) |
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|summary=V's most talkative familiar. | |summary=V's most talkative familiar. | ||
|name=Griffon | |name=Griffon | ||
+ | |race=Dungeonbred Thunderbird | ||
|al=TN |size=Large |type=[[SRD:Magical Beast|Magical Beast]] | |al=TN |size=Large |type=[[SRD:Magical Beast|Magical Beast]] | ||
|init=+4 |listen=+23 |spot=+27 | |init=+4 |listen=+23 |spot=+27 | ||
Line 105: | Line 106: | ||
|summary= | |summary= | ||
|name=Shadow | |name=Shadow | ||
− | |al=TN |size=Medium |type= | + | |race=Shadow [[SRD:Phasm|Phasm]] |
− | |init= |listen= |spot= | + | |al=TN |size=Medium |type=[[SRD:Aberration|Aberration]] |
− | |ac= |touch= |flat= | + | |init=+6 |listen=+21 |spot=+21 |
− | |hp= |hd= | + | |ac=25 |touch=12 |flat=23 |
− | |fort= |ref= |will= | + | |acmods=+13 natural, +2 [[SRD:Dexterity|Dex]] |
− | |spd= | + | |hp=120 |hd=16d8+48 |
− | |bab= |grp= | + | |fort=+14 |ref=+13 |will=+14 |
+ | |spd=45 ft. | ||
+ | |bab=+12 |grp=+15 | ||
+ | |str=16 |dex=15 |con=16 |int=16 |wis=15 |cha=10 | ||
+ | |feats=[[False Swipe (3.5e Feat)|False Swipe]] (always to 0 hp; Bonus Feat), | ||
}} | }} | ||
Line 118: | Line 123: | ||
{{Stat Block 2 | {{Stat Block 2 | ||
− | |summary= | + | |summary=V's most destructive familiar. |
− | |name= | + | |name=Nightmare |
− | |al= |size= |type= | + | |race=[[Botforged (3.5e Template)|Botforged]] [[Eiji Variant Clay Golem (3.5e Monster)|Clay Golem]] |
− | |init= |listen= |spot= | + | |al=TN |size=Large |type=[[SRD:Construct|Construct]]|subtypes=[[Bot (3.5e Subtype)|Bot]] |
− | |ac= |touch= |flat= | + | |init=+0 |listen=+0 |spot=+0 |
− | |hp= |hd= | + | |senses=Darkvision 60ft., low-light vision |
− | |fort= |ref= |will= | + | |ac=25 |touch=9 |flat=25 |
− | |spd= | + | |acmods=+16 natural, -1 size |
− | |bab= |grp= | + | |hp=190 |hd=16d10+30 |
+ | |othhp=DR 10/[[SRD:Adamantine|Adamantine]] and Bludgeoning | ||
+ | |immune=Immunity to Magic | ||
+ | |sa=Cursed Wound, Shape Weapon, Programs | ||
+ | |sq=[[Bot (3.5e Subtype)|Bot Traits]], [[SRD:Construct|Construct Traits]] | ||
+ | |fort=+5 |ref=+5 |will=+5 | ||
+ | |spd=30 ft. | ||
+ | |bab=+12 |grp=+24 | ||
+ | |melee1=Slam +19 (2d10+8) | ||
+ | |melee2=2 Slams +19 (2d10+8) | ||
+ | |ranged1=Ocular Laser (15ft cone or line) (8d6) (DC 15 Reflex save) | ||
+ | |ranged2=Ocular Laser (Ranged Touch Attack) +12 (8d6) (60ft.) | ||
+ | |str=26 |dex=10 |con=- |int=- |wis=11 |cha=1 | ||
+ | |feats=[[False Swipe (3.5e Feat)|False Swipe]] (always to 0 hp; Bonus Feat), [[Ocular Laser (3.5e Feat)|Ocular Laser]] (Bonus Feat) | ||
+ | |skills=- | ||
+ | |san1=Programs | ||
+ | |sad1=Attack, Identify Creature, Reposition | ||
}} | }} | ||
+ | ''*Loud, slightly mechanical roaring, lasers being fired, and subsequent explosions*'' | ||
+ | |||
+ | |||
+ | ===Combat=== | ||
+ | |||
+ | '''Change Shape {{Su}}:''' Nightmare can adjust its shape, size, and texture as if using ''[[SRD:Alter Self|alter self]]'' to assume the form of any small, medium, or large construct, giant, humanoid, or monstrous humanoid. However because Nightmare does not speak and because the disguise is of rough quality, creatures may make a Sense Motive check (DC 26) to realize the creature is not what it seems. | ||
+ | |||
+ | '''Cursed Wound {{Ex}}:''' Fragments of Nightmare get inside wounds and become difficult to remove. The damage Nightmare deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by Nightmare must succeed on a caster level check (DC 31), or the spell has no effect on the injured character. | ||
+ | |||
+ | '''Extraordinary Health {{Ex}}:''' Nightmare recieves maximum hit points per HD. | ||
+ | |||
+ | '''Immunity to Magic {{Ex}}:''' Nightmare is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against Nightmare, as noted below. | ||
+ | |||
+ | A ''[[SRD:Move Earth|move earth]]'' spell drives Nightmare back 120 feet and deals 3d12 points of damage to it. | ||
+ | |||
+ | A ''[[SRD:Disintegrate|disintegrate]]'' spell slows Nightmare (as the ''[[SRD:Slow|slow]]'' spell) for 1d6 rounds and deals 1d12 points of damage. | ||
+ | |||
+ | An ''[[SRD:Earthquake|earthquake]]'' spell cast directly at Nightmare stops it from moving on its next turn and deals 5d10 points of damage. Nightmare gets no saving throw against any of these effects. | ||
+ | |||
+ | Any magical attack against Nightmare that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause Nightmare to exceed its full normal hit points, it gains any excess as temporary hit points. For example, Nightmare getting hit by the breath weapon of a black dragon heals 7 points of damage if the attack would have dealt 22 points of damage. Nightmare gets no saving throw against magical attacks that deal acid damage. | ||
+ | |||
+ | '''Shape Weapon {{Ex}}:''' As a swift action, Nightmare can transform one of its hands into any light or one handed melee weapon. It is proficient in its shaped weapon, but not in other weapons. It adopts the damage, critical threat range, and other properties of this weapon as normal. It may make up to its full BAB in attacks and even enchant the shaped weapon with magical effects (either through magic providing a temporary buff, or a permenant enhancement). If the shaped weapon is enhanced it retains its enhancements in whatever shape it is currently in, provided it is still valid. For example a ''+1 vorpal shaped weapon'' can only use its vorpal property when duplicating a slashing weapon. | ||
+ | |||
+ | While using a shaped weapon, it does not have access to its hand and takes a -2 on skill checks involving the use of hands. Certain tasks may become impossible. It retains this ability even in a changed shape, making them surprising assassins if given the right orders. | ||
---- | ---- | ||
{{3.5e NPCs Breadcrumb}} | {{3.5e NPCs Breadcrumb}} |
Revision as of 03:21, 13 May 2019
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Male Tiefling Red Magus 16 | |
TN Medium Outsider (Native) | |
Init/Senses | +3/Darkvision (60 ft.); Listen +9, Spot +9 |
Languages | Common, Infernal, Abyssal, Draconic, Elven |
AC | 34, touch 16, flat-footed 31 (+11 Armor bonus, +3 Dexterity, +7 shield, +3 deflection) |
hp | 96 (16d6+32 HD); DR5/- |
Fort/Ref/Will | +7/+8/+11 |
Speed | 40 ft. (6 squares) |
Melee | V's Cane +19/+14/+9 (1d6+9) |
Base Atk/Grp | +12/+11 |
Red Magus Spells Known | (CL 16th; all save DCs:29): 4th (9/day)—Bestow Curse, Cure Critical Wounds, Earthshape, Field of Blades (summons replicas of V's Cane instead), Minor Wish, Repair Critical Damage (Spell Compendium pg 173) 2nd (10/day)—Blindness/Deafness, Bamf, Last Word, Power Word Shove, Totemic Power, Voodoo Doll, What's That? 1st (9/day)—Bot Interface, Detect Alignment, Fanservice, Frighten, Nealan's Unbuckling, Paranoia Haunt, Perseverance 0 (11/day)—Altimeter, Amanuensis (Spell Compendium pg 9), Detect Magic, Detect Mineral, Detect Radiation, Ell's Magic Timepiece, Force Stool, Ghost Sound, Invigoration, Light, Prestidigitation
|
Spell-Like Abilities | (CL 16th): 1/day—Darkness at-will—Detect Magic
|
Abilities | Str 8, Dex 16, Con 14, Int 16, Wis 13, Cha 26 |
SQ | Darkvision 60ft., Resistance 5 to cold, electricity, and fire, Darkness, Familiar Summoning |
Feats | Reliable Pinger (Flaw Feat), Very Reliable Pinger (FF), Arcane Study, Weapon Finesse (3rd), Obtain Familiar (Bonus 5th; using Bonded Object; Complete Arcane pg. 81), Enhanced Ability (Charisma) (6th), Improved Weapon Finesse (9th), Infinite Spell (Bonus 10th), Sorcerous Prodigy (12th), Delayed Spell (Bonus 15th), Church Hunter (16th), Somatic Weaponry (Complete Mage pg 47; Bonus Feat), Two-Weapon Fighting (Bonus Feat), Arcane Strike (Complete Warrior pg 96; Bonus Feat), Improved Two-Weapon Fighting (Bonus Feat), Greater Two-Weapon Fighting (Bonus Feat) |
Skills | +31 Bluff (Cha), +21 Concentration (Con), +31 Diplomacy (Cha), +13 Hide (Dex) +37 Knowledge (nature) (Int), +37 Knowledge (religion) (Int), +37 Knowledge (the planes) (Int), +32 Spellcraft (Int), all skills are usable as if trained and as if they had 8 ranks |
Possessions | 3500 gp, Book of Knowledge (Greater; +15 to nature, religion, and the planes; also inscribed with poetry from a "Mailliw Ekalb"; Bonded Object and Anchored Object), Interspatial Ring IV, Ready Talisman of Spellcraft +10, Ring of Protection +3, Sandals of Light Step (Magic Item Compendium pg. 198), Alchemy Stone (850 charges), +5 Charisma Shielding Autorepair Armored Fashionable Clothing of the Aeons, +5 Black Diamond Weave Coat, +1 Arcane Brand Slaying Silver Cane |
Flaws | Bad Leg, Anchored Object (Greater Book of Knowledge) |
Familiars and Summoning | V has three familiars bound to him; Griffon, Shadow, and Nightmare. Summoning his familiars causes stress on V's body, causing him to lose a certain percentage of max health while they are present. As a standard action, V can summon either Griffon or Shadow, or both as a full-round action. Each of them cost V 10% of his max health, or 20% if both are summoned. Summoning Nightmare is always a full-round action and costs V 30% of his max health. Griffon and Shadow last until death. Nightmare stays for 1 minute. All familiar summons are dismissable, and doing so restores V's max health and current health. (example: V summons both Griffon and Shadow, reducing his max health to 76 hp. V later dismisses them and, under the assumption no damage was taken between summoning and dismissing, restores his health to 96.) |
Familiar Deaths | Should Griffon or Shadow die, they remain in their space as a glowing orb, their core, for 2 rounds. If any healing brings them back up to above 1 hp, they reform, ready to do V's bidding. Nightmare's core does not stick around. If any summon is allowed to expire, they disappear, until the next time V summons them. Their expiration also causes V's max health to increase, though his current hp stays the same. (In the above example, if, after V summons Griffon and Shadow, one of them dies, V's max health is restored, but his hp would stay at 76, rather than raise to 86.) |
"I have no name; I am but two days old..." Just kidding. You can call me "V."
Dungeonbred Thunderbird | |
TN Large Magical Beast | |
Init/Senses | +4/darkvision 60 ft., low-light vision; Listen +23, Spot +27 |
AC | 20, touch 16, flat-footed 15 (+5 Dex, +4 natural armor, +2 deflection, -1 size) |
hp | 186 (16d10+96 HD) |
Immune | sonic and electricity |
SR/Resist | 25/acid and fire 10 |
Fort/Ref/Will | +16/+15/+11; +2 versus disease and poison |
Speed | 20 ft., fly 80 ft. (perfect) |
Melee | talons (x2) +22 (1d8+7) or |
Melee | bite +20 (2d6+3) |
Space/Reach | 10 ft./10 ft. |
Base Atk/Grp | +16/+27 |
Spell-Like Abilities | (CL 16th, All DCs:22): 1/day—Earthquake
|
Abilities | Str 24, Dex 20, Con 22, Int 12, Wis 19, Cha 17 |
Feats | Improved Natural Attack (x2; talons and bite), False Swipe (always to 0 hp), Flyby Attack, Iron Will, Multiattack, Power Attack, Reliable Pinger, Quicken Spell-Like Ability (Shout), Endurance (Dungeonbred Bonus Feat) |
Skills | +20 Knowledge (the planes) (Int), +23 Listen (Wis), +27 Spot (Wis), +4 Survival (Wis) (+6 on other planes) |
"Okay Shakespeare. Just remember this: You and I like to exist. So get rid of those demons quick, 'cause killing them ain't my shtick! I got your back, 'cause dyin' is whack!"
Shadow Phasm | |
TN Medium Aberration | |
Init/Senses | +6/Listen +21, Spot +21 |
AC | 25, touch 12, flat-footed 23 (+13 natural, +2 Dex) |
hp | 120 (16d8+48 HD) |
Fort/Ref/Will | +14/+13/+14 |
Speed | 45 ft. |
Base Atk/Grp | +12/+15 |
Abilities | Str 16, Dex 15, Con 16, Int 16, Wis 15, Cha 10 |
Feats | False Swipe (always to 0 hp; Bonus Feat), |
*Sounds of roaring and the ripping of V's enemies' flesh.*
Botforged Clay Golem | |
TN Large Construct (Bot) | |
Init/Senses | +0/Listen +0, Spot +0 |
AC | 25, touch 9, flat-footed 25 (+16 natural, -1 size) |
hp | 190 (16d10+30 HD); DR 10/Adamantine and Bludgeoning |
Immune | Immunity to Magic |
Fort/Ref/Will | +5/+5/+5 |
Speed | 30 ft. |
Melee | Slam +19 (2d10+8) or |
Melee | 2 Slams +19 (2d10+8) |
Ranged | Ocular Laser (15ft cone or line) (8d6) (DC 15 Reflex save) or |
Ranged | Ocular Laser (Ranged Touch Attack) +12 (8d6) (60ft.) |
Base Atk/Grp | +12/+24 |
Special Actions | Cursed Wound, Shape Weapon, Programs |
Abilities | Str 26, Dex 10, Con -, Int -, Wis 11, Cha 1 |
SQ | Bot Traits, Construct Traits |
Feats | False Swipe (always to 0 hp; Bonus Feat), Ocular Laser (Bonus Feat) |
Skills | - |
Programs | Attack, Identify Creature, Reposition |
*Loud, slightly mechanical roaring, lasers being fired, and subsequent explosions*
Combat
Change Shape (Su): Nightmare can adjust its shape, size, and texture as if using alter self to assume the form of any small, medium, or large construct, giant, humanoid, or monstrous humanoid. However because Nightmare does not speak and because the disguise is of rough quality, creatures may make a Sense Motive check (DC 26) to realize the creature is not what it seems.
Cursed Wound (Ex): Fragments of Nightmare get inside wounds and become difficult to remove. The damage Nightmare deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by Nightmare must succeed on a caster level check (DC 31), or the spell has no effect on the injured character.
Extraordinary Health (Ex): Nightmare recieves maximum hit points per HD.
Immunity to Magic (Ex): Nightmare is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against Nightmare, as noted below.
A move earth spell drives Nightmare back 120 feet and deals 3d12 points of damage to it.
A disintegrate spell slows Nightmare (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.
An earthquake spell cast directly at Nightmare stops it from moving on its next turn and deals 5d10 points of damage. Nightmare gets no saving throw against any of these effects.
Any magical attack against Nightmare that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause Nightmare to exceed its full normal hit points, it gains any excess as temporary hit points. For example, Nightmare getting hit by the breath weapon of a black dragon heals 7 points of damage if the attack would have dealt 22 points of damage. Nightmare gets no saving throw against magical attacks that deal acid damage.
Shape Weapon (Ex): As a swift action, Nightmare can transform one of its hands into any light or one handed melee weapon. It is proficient in its shaped weapon, but not in other weapons. It adopts the damage, critical threat range, and other properties of this weapon as normal. It may make up to its full BAB in attacks and even enchant the shaped weapon with magical effects (either through magic providing a temporary buff, or a permenant enhancement). If the shaped weapon is enhanced it retains its enhancements in whatever shape it is currently in, provided it is still valid. For example a +1 vorpal shaped weapon can only use its vorpal property when duplicating a slashing weapon.
While using a shaped weapon, it does not have access to its hand and takes a -2 on skill checks involving the use of hands. Certain tasks may become impossible. It retains this ability even in a changed shape, making them surprising assassins if given the right orders.
Back to Main Page → 3.5e Homebrew → NPCs
Author | Infiltrator + |
Challenge Rating | 17 + and {{{cr}}} + |
Identifier | 3.5e NPC + |
Name | V (Devil May Cry 5) +, Griffon +, Shadow + and Nightmare + |
Race | Tiefling +, Dungeonbred Thunderbird +, Shadow Phasm + and Botforged Clay Golem + |
Rating | Unrated + |
Size | Medium + and Large + |
Subtype | Bot + |
Summary | A mysterious man on an even more mysterious mission. +, V's most talkative familiar. + and V's most destructive familiar. + |
Title | V + |
Type | Outsider (Native) +, Magical Beast +, Aberration + and Construct + |