Krad/pf

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Krad
CR 21 (409600 XP)
Nongendered hamatula ranger (battle scout) 10
LE Medium outsider (baatezu, evil, extraplanar, lawful)
Init +7; Senses darkvision 60 ft., see in darkness; Perception +33
Defense
AC 32, touch 16, flat-footed 26 (+6 armor, +6 Dex, +10 natural)
hp 231 (22d10+110)
Fort +21, Ref +23, Will +14
Defensive Abilities barbed defense, evasion
DR 10/good
Immune fire, poison
Resist acid 10, cold 10, electricity 10
SR 22
Offense
Speed 30 ft.
Melee 2 claws +31 (3d8+9/19-20 plus fear and grab)
Special Attacks favored enemy (humanoid (human) +2), fear, impale 3d8+9
Spell-Like Abilities (CL 12th; concentration +17):
At will—greater teleport (self plus 50 lbs. of objects only), hold person (DC 18), major image (DC 18), produce flame, pyrotechnics (DC 17), scorching ray (2 rays only)
1/day—order's wrath (DC 19), summon (level 4, 1 hamatula 35%), unholy blight (DC 19)
Ranger Spells Prepared (CL 7th; concentration +11):
3rd—burst of speed

2nd—eagle eye, locate weakness

1st—horn of pursuit, hunter's howl, resist energy
Tactics
Before Combat Krad casts locate weakness and resist energy (electricity).
During Combat Alone, Krad focuses on grappling, counting on his natural baatezu defenses to protect him against any allies his quarry may have. When fighting alongside his full team, however, he keeps to the edge of battle, first casting eagle eye to gain a better perspective on the battlefield. He uses stealth to gain full effect via advantageous terrain and infiltration before sending his team in, using his spell-like abilities as warranted as he guides his team telepathically.
Base Statistics Without resist energy, Krad's statistics are Resist acid 10, cold 10
Statistics

Str 27, Dex 25, Con 20, Int 16, Wis 19, Cha 20
Base Atk +22; CMB +30 (+2 on grapple checks); CMD 47

Feats Alertness, Cleave, Combat Reflexes, Eldritch Claws, Endurance, Great Cleave, Greater Grapple, Improved Critical (claws), Improved Grapple, Improved Iron Will, Improved Natural Attack (claws), Iron Will, Power Attack, Rending Claws
Skills Acrobatics +32, Bluff +13, Diplomacy +25, Intimidate +30, Knowledge (arcana) +13, Knowledge (nature) +16, Knowledge (planes) +19, Perception +33, Sense Motive +33, Spellcraft +19, Stealth +32, Survival +29
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ advantageous terrain, favored terrain (urban +4, forest +2), hunter's bond (companions), infiltration, swift tracker, track +5, wild empathy +15, woodland stride
Gear +2 mithral shirt, amulet of mighty fists +1, belt of giant strength +2, cloak of resistance +1
Special Abilities

Advantageous Terrain (Ex): At 5th level, when a battle scout is within one of his favorite terrains, he can spend up to 3 consecutive rounds studying an area of terrain to gain the benefits below. Each round of studying terrain is a standard action. During the first round of studying terrain, the battle scout designates a 60-foot-radius-burst area from a single square within line of sight. Depending on how many rounds the battle scout spends studying the area, he or his allies gain the following benefits for 10 minutes per ranger level he possesses. (For example, if he spends 2 rounds, he or his allies gain the first two benefits.)

  • 1st Round: Allies within line of sight and that can hear the battle scout gain a +2 bonus on initiative checks while within the advantageous terrain area.
  • 2nd Round: Allies within line of sight and that can hear the battle scout gain a +2 on Perception, Stealth, and Survival checks while within the advantageous terrain area.
  • 3rd Round: The battle scout’s movement is not hampered by difficult terrain while within the advantageous terrain area. Furthermore, the battle scout can take 10 on Climb and Swim checks and checks to jump while within the area, even when in immediate danger or distracted.

Barbed Defense (Su): A creature that strikes a hamatula with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+6 points of piercing damage from the devil's barbs. Melee weapons with reach do not endanger a user in this way.

Fear (Su): A barbed devil's fear attack affects any creature it damages with its claws. A DC 26 Will save resists this effect, otherwise the victim becomes frightened for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.

Impale (Ex): A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.

Infiltration (Ex): At 10th level, once per day, a battle scout can choose a single terrain type that is not his favored terrain. For the next hour per ranger level, he treats that terrain as if it were one of his favored terrains.