The Demented One
2006-08-06, 05:01 PM
True King
Size/Type: Medium Deathless
Hit Dice: 30d12+30 (216 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 30 (+4 Dex, +8 natural, +8 full plate), touch 14, flatfooted 26
Base Attack/Grapple: +15/+25
Attack: +4 Holy Greatsword +30 melee (2d6+14) or +1 Longbow +20 melee (1d8+1)
Full Attack: +4 Holy Greatsword +30/+25/+20 melee (2d6+14) or +1 Longbow +20 melee (1d8+1) or 2 Slams + 25 melee (1d8+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Wrath of the king, cleanse the kingdom, spell-like abilities
Special Qualities: Deathless traits, darkvision 60 ft., DR 20/evil, immunity to cold and electricity, resistance to acid 20 and fire 20, SR 30, for king and country, lay on hands, rebirth
Saves: Fort +9, Ref +15, Will +24
Abilities: Str 30, Dex 18, Con –, Int 18, Wis 24, Cha 24
Skills: Climb +35, Diplomacy +35, Gather Information +24, Intimidate +35, Jump +35, Knowledge (Nobility and Royalty) +20, Listen +40, Ride +35, Sense Motive +35, Spot +40
Feats: Power Attack, Cleave, Weapon Focus (Greatsword), Combat Reflexes, Improved Initiative, Ability Focus (Cleanse the Kingdom), Lightning Reflexes, Improved ToughnessCW, Dodge, Mobility, Spring Attack
Environment: Any
Organization: Solitary or entourage (1 True King plus 1-2 clerics of 12th-18th level plus 2-8 paladins of 10th-15th level plus 20-50 fighters of 4th-12th level)
Challenge Rating: 18
Treasure: Triple Standard
Alignment: Always Any Good
Advancement: By character class
Level Adjustment: –
A True King is a monarch reborn as a deathless creature. When a nation comes into great danger, its greatest, noblest ruler may return as a True King to guide it back to righteousness. Though most true kings were kings in life, anyone who ruled their kingdom, country, or nation nobly and selflessly can return as one. True Kings look much as they did in life, and retain their memories and personality, but the similarities stop their. True Kings channel the very power of life itself through their undying flesh–power drawn from all those who live in their kingdom, which could be anything from a small colony to a plane-spanning empire. True Kings seek to restore their kingdom to greatness. Once this has been done, they disappear, until there is once again need for them.
Wrath of the King (Su)
A True King gets a +5 sacred bonus on attack or damage rolls against evil creatures he knows to have harmed his kingdom or one of its citizens.
Cleanse the Kingdom (Su)
Once per day, a True King may unleash a nova of holy energy. All evil creatures within 30 ft. of the king that have harmed his kingdom or its citizens must make a DC 34 Fortitude save or die. This is a death effect. The DC is Charisma based.
Spell-Like Abilities
At will–aid, consecrate, detect evil, detect magic, dimension door, discern lies (DC 21), dispel magic, divine favor, enthrall (DC 19), prayer, remove fear, sanctuary, shield other; 3/day–blade barrier, create deathless*, dispel evil (DC 22), divine power, freedom of movement, greater command (DC 22), greater dispel magic, greater magic weapon, hallow, holy aura, magic circle against evil, righteous might, spirit steed*, true seeing, undeath to death (DC 23); 1/day–astral projection, control deathless (DC 24), ethereal jaunt, greater create deathless*, heroes’ feast, hero’s blade, holy sword, holy word, mass heal. Caster level 15th. Saves are Charisma based.
*From Eberron Campaign Setting
For King and Country (Su)
While in his kingdom, a True King and any good citizens of his kingdom within 30 ft. of him gain a +5 deflection bonus to AC and a +5 resistance bonus on all saves. These bonuses are not included in the True King’s stat block above.
Lay on Hands (Su)
A True King may lay on hands as a 30th level paladin. He may heal 210 hp each day.
Rebirith (Su)
Whenever a True King is destroyed, its spiritual essence is transferred to the heart of its kingdom. Within 1d10 days, its body reforms somewhere within the capital of his kingdom. The only way to permanently destroy a True King is to destroy his kingdom.
Size/Type: Medium Deathless
Hit Dice: 30d12+30 (216 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 30 (+4 Dex, +8 natural, +8 full plate), touch 14, flatfooted 26
Base Attack/Grapple: +15/+25
Attack: +4 Holy Greatsword +30 melee (2d6+14) or +1 Longbow +20 melee (1d8+1)
Full Attack: +4 Holy Greatsword +30/+25/+20 melee (2d6+14) or +1 Longbow +20 melee (1d8+1) or 2 Slams + 25 melee (1d8+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Wrath of the king, cleanse the kingdom, spell-like abilities
Special Qualities: Deathless traits, darkvision 60 ft., DR 20/evil, immunity to cold and electricity, resistance to acid 20 and fire 20, SR 30, for king and country, lay on hands, rebirth
Saves: Fort +9, Ref +15, Will +24
Abilities: Str 30, Dex 18, Con –, Int 18, Wis 24, Cha 24
Skills: Climb +35, Diplomacy +35, Gather Information +24, Intimidate +35, Jump +35, Knowledge (Nobility and Royalty) +20, Listen +40, Ride +35, Sense Motive +35, Spot +40
Feats: Power Attack, Cleave, Weapon Focus (Greatsword), Combat Reflexes, Improved Initiative, Ability Focus (Cleanse the Kingdom), Lightning Reflexes, Improved ToughnessCW, Dodge, Mobility, Spring Attack
Environment: Any
Organization: Solitary or entourage (1 True King plus 1-2 clerics of 12th-18th level plus 2-8 paladins of 10th-15th level plus 20-50 fighters of 4th-12th level)
Challenge Rating: 18
Treasure: Triple Standard
Alignment: Always Any Good
Advancement: By character class
Level Adjustment: –
A True King is a monarch reborn as a deathless creature. When a nation comes into great danger, its greatest, noblest ruler may return as a True King to guide it back to righteousness. Though most true kings were kings in life, anyone who ruled their kingdom, country, or nation nobly and selflessly can return as one. True Kings look much as they did in life, and retain their memories and personality, but the similarities stop their. True Kings channel the very power of life itself through their undying flesh–power drawn from all those who live in their kingdom, which could be anything from a small colony to a plane-spanning empire. True Kings seek to restore their kingdom to greatness. Once this has been done, they disappear, until there is once again need for them.
Wrath of the King (Su)
A True King gets a +5 sacred bonus on attack or damage rolls against evil creatures he knows to have harmed his kingdom or one of its citizens.
Cleanse the Kingdom (Su)
Once per day, a True King may unleash a nova of holy energy. All evil creatures within 30 ft. of the king that have harmed his kingdom or its citizens must make a DC 34 Fortitude save or die. This is a death effect. The DC is Charisma based.
Spell-Like Abilities
At will–aid, consecrate, detect evil, detect magic, dimension door, discern lies (DC 21), dispel magic, divine favor, enthrall (DC 19), prayer, remove fear, sanctuary, shield other; 3/day–blade barrier, create deathless*, dispel evil (DC 22), divine power, freedom of movement, greater command (DC 22), greater dispel magic, greater magic weapon, hallow, holy aura, magic circle against evil, righteous might, spirit steed*, true seeing, undeath to death (DC 23); 1/day–astral projection, control deathless (DC 24), ethereal jaunt, greater create deathless*, heroes’ feast, hero’s blade, holy sword, holy word, mass heal. Caster level 15th. Saves are Charisma based.
*From Eberron Campaign Setting
For King and Country (Su)
While in his kingdom, a True King and any good citizens of his kingdom within 30 ft. of him gain a +5 deflection bonus to AC and a +5 resistance bonus on all saves. These bonuses are not included in the True King’s stat block above.
Lay on Hands (Su)
A True King may lay on hands as a 30th level paladin. He may heal 210 hp each day.
Rebirith (Su)
Whenever a True King is destroyed, its spiritual essence is transferred to the heart of its kingdom. Within 1d10 days, its body reforms somewhere within the capital of his kingdom. The only way to permanently destroy a True King is to destroy his kingdom.