V (3.5e NPC)

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Author: Infiltrator (talk)
Date Created: 5-9-2019
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V (Devil May Cry 5)

CR 17

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)
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."



Griffon

CR —

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):
3/day—Call Lightning Storm, Greater Shout, Quickened Shout, Sandstorm (Sandstorm pg 119), Solid Fog
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)
Advancement

"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

CR —

TN Medium
Init/Senses /Listen , Spot
AC , touch , flat-footed
hp ( HD)
Fort/Ref/Will //
Speed
Base Atk/Grp /
Abilities Str —, Dex —, Con —, Int —, Wis —, Cha
Advancement

*Sounds of roaring and the ripping of V's enemies' flesh.*



CR —

Init/Senses /Listen , Spot
AC , touch , flat-footed
hp ( HD)
Fort/Ref/Will //
Speed
Base Atk/Grp /
Abilities Str —, Dex —, Con —, Int —, Wis —, Cha
Advancement

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Facts about "V (3.5e NPC)"
AuthorInfiltrator +
Challenge Rating17 + and {{{cr}}} +
Identifier3.5e NPC +
NameV (Devil May Cry 5) +, Griffon + and Shadow +
RaceTiefling +
RatingUnrated +
SizeMedium + and Large +
SummaryA mysterious man on an even more mysterious mission. + and V's most talkative familiar. +
TitleV +
TypeOutsider (Native) + and Magical Beast +