Paln/pf
Paln
CR 18 (153600 XP)
Female hamatula inquisitor (spellbreaker) 7
LE Medium outsider (baatezu, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +21
Defense AC 32, touch 18, flat-footed 24 (+4 armor, +8 Dex, +10 natural)
hp 230 (12d10+7d8+133)
Fort +20, Ref +18, Will +16
Defensive Abilities barbed defense DR 10/good Immune fire, poison Resist acid 10, cold 10 SR 22 Offense Speed 30 ft. Melee 2 claws +22 (2d8+5/20 plus fear and grab) Ranged +1 composite longbow +26/+21/+16/+11 (1d8+6/19-20/x3) Special Attacks fear, impale 3d8+9
Spell-Like Abilities (CL 12th; concentration +18): At will—greater teleport (self plus 50 lbs. of objects only), hold person (DC 17), major image (DC 17), produce flame, pyrotechnics (DC 16), scorching ray (2 rays only) 1/day—order's wrath (DC 18), summon (level 4, 1 hamatula 35%), unholy blight (DC 18) Inquisitor Spells Known (CL 7th; concentration +12): (5/4/2, DC 15+level) 3rd—dimensional anchor, dispel magic Tactics During Combat Paln prefers to snipe from a distance whenever possible, leading off with an impervious arrow enchanted with silence in the midst of his targets, and following up with attacks against their weakest members or those most likely to be spellcasters. When spotted, she teleports to another vantage point and continues. If there is any sign of her being reached in melee, she merely teleports again. Morale If sufficiently wounded, she summons a hamatula to send against her target and retreats. Statistics Str 21, Dex 27, Con 24, Int 12, Wis 20, Cha 22 Feats Alertness, Clustered Shots, Deadly Aim, Extended Bane, Improved Critical (longbow), Iron Will, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot
Skills Acrobatics +17, Bluff +21, Diplomacy +15, Escape Artist +18, Intimidate +21, Knowledge (planes) +16, Knowledge (religion) +16, Perception +33, Sense Motive +24, Spellcraft +20, Stealth +15, Survival +20
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft. SQ defense against magic (conjuration +1, enchantment +2), foil casting, strong willed Gear +1 composite longbow, belt of incredible dexterity +2, bracers of armor +4, efficient quiver x2, arrow x35, +1 corrosive arrow x20, +1 flaming arrow x20, +1 frost arrow x20, +1 impervious arrow x5, +1 planar arrow x20 Special Abilities |
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.
Defense against Magic (Ex): At 3rd level, a Spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the Spellbreaker picks a new school and gains this bonus against arcane spells of that school (to a maximum of five schools of magic at 19th level). Furthermore, each time the Spellbreaker picks a new school, the bonuses for the schools she has already chosen increase by 1.
Fear (Su): A barbed devil's fear attack affects any creature it damages with its claws. A DC 22 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.
Foil Casting (Su): At 3rd level, when an opponent tries to cast an arcane spell within a Spellbreaker’s threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat. Furthermore, the Spellbreaker knows where to hit foes to foil casting from a distance. Each time she hits an arcane spellcaster or a creature that uses spell-like abilities with a ranged weapon attack, the DC of any Concentration checks the caster makes increases by 2 for 1 round.
Impale (Ex): A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.
Strong-Willed (Ex): At 1st level, a Spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The Spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.