Firre/pf


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Firre
CR 10 (9600 XP)
Always CG Medium outsider (chaotic, eladrin, extraplanar (Arborea), good)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +11
Aura magic circle against evil
Defense
AC 24, touch 12, flat-footed 22 (+2 Dex, +12 natural, +2 deflection (evil creatures only))
hp 65 (10d10+10)
Fort +4, Ref +9, Will +12; +2 vs. evil creatures
DR 10/cold iron or evil
Immune electricity, petrification
Resist acid 10, cold 10
SR 21
Offense
Speed 40 ft., fly 90 ft. (perfect)
Melee +3 greatsword +16/+11 (2d6+10/19-20) or slam +13/+8 (1d4+7 plus 1d6 fire)
Ranged +5 javelin +15/+10 (1d6+10)
Special Attacks gaze
Spell-Like Abilities (CL 10th; concentration +14):
Constant—detect thoughts (DC 16), magic circle against evil (DC 17), see invisibility

At will—fireball (DC 17), greater invisibility, persistant image (DC 19), polymorph, wall of fire

1/day—prismatic spray (DC 21)
Cleric Spells Prepared (CL 12th; concentration +15):
6th—greater dispel magic (DC 19), heal

5th—break enchantment, dispel evil (DC 18), flame strike (DC 18)
4th—blessing of fervor, dimensional anchor, dismissal (DC 17)
3rd—continual flame, dispel magic, invisibility purge, prayer, searing light (DC 16)
2nd—align weapon, bear's endurance, eagle's splendor, hold person (DC 15), resist energy
1st—bless, detect evil, divine favor, sanctuary, shield of faith, swallow your fear

0—detect magic, detect poison, guidance, mending, read magic, resistance
Statistics

Str 20, Dex 14, Con 12, Int 17, Wis 16, Cha 18
Base Atk +8; CMB +13; CMD 25

Feats Combat Casting, Flyby Attack, Improved Initiative, Iron Will, Skill Focus (Perform (any))
Skills Bluff +17, Diplomacy +14, Disguise +14, Fly +18, Intimidate +14, Knowledge (Planes) +16, Perception +11, Perform (any) +17, Sense Motive +16, Spellcraft +13
Skill Points 90
Languages Celestial, Common, Draconic, Ignan, Infernal; truespeech
SQ fire form, song
Ecology
Environment Arborea
Organization Solitary or troupe (2-5)
Treasure No coins; double goods; standard items
Special Abilities

Fire Form (Su): A firre can shift between her humanoid body and a roaring pillar of fire as a standard action. In humanoid form, she cannot fly or use its slam attack. In fire form, she cannot sing, cast spells, or use its gaze attack. This ability otherwise functions similarly to a bralani's wind form ability.

Gaze (Su): In humanoid form, a firre can gaze at a target within 60 feet and cause it to burst into flames. The gaze deals 2d6 points of fire damage and causes blindness (as the blindness/deafness spell). A successful DC 19 Fortitude save negates the blindness. The save DC is Charisma-based.

Song (Su): A firre has a captivating voice and can use bardic music just as a bard can, inspiring courage, fascinating, inspiring competence, and giving suggestions to those who hear it. Unlike a bard, however, a firre can sing as often as she likes.

Spells Firres cast divine spells as 12th-level clerics. They do not gain access to domains or cleric abilities.

Reference

  • Book of Exalted Deeds, pp.169-170
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