JBarca
2016-01-05, 12:56 AM
So for a fun little oneshot, I've decided to run my players through a "Hotel California" (Yes, the song by The Eagles) themed dungeon. If anyone is interested in checking out the full thing (and critiquing it?), I'd be happy to post it. But for now, I have a specific purpose for posting. The Guide from the song (the woman with the candle who "showed me the way") is going to take on the "Heaven or Hell" aspect of the Hotel for the potential encounter with her. I've included her stats below. She has two forms, explained in her "Heaven or Hell" ability. Clearly "Heaven" is more defensive, "Hell" more offensive. Hell's statblock is shorter; anything not listed there is presumed to have not changed between transformations. Roughly what CR would you put her at? This is for a part of level 8 characters who are moderately well optimized. Is she too strong?
The Guide (Heaven)
Medium Outsider
Hit Dice: 14d8+70 (190 hp)
Initiative: +12
Speed: 15 ft. (3 squares)
Armor Class: 32 (+6 dex, +8 natural, +8 holy), touch 24, flat-footed 26
Base Attack/Grapple: +14/+16
Attack: Slam +16 melee (1d8+3)
Full Attack: Slam +16 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Spell-Like Abilities, SR 25, DR 10/-, Fast Healing 15, Serene Beauty, Heaven or Hell
Saves: Fort +17, Ref +18, Will +12
Abilities: Str 14, Dex 22, Con 20, Int 10, Wis 10, Cha 18
Skills: Concentration +20
Challenge Rating: ??
Alignment: Lawful Good
Spell Like Abilities: Caster Level 14th.
At will: All Removes (Curse, Blindness, Disease, Fear, etc), Cure Critical Wounds, Dimension Hop
1/day: Heal
Serene Beauty (Su): All creatures must make a DC 21 Will Save to attack or approach within 10 ft of The Guide while she is in Heaven form. This save must be made each round an attack is made. An attack for this ability is anything that either targets The Guide or is done in an attempt to directly harm her (Grease beneath her feet would trigger this. A Wall of Fire between her and the caster would not).
Heaven or Hell (Ex): Every round, The Guide acts twice. Once, on her normal initiative in her (Heaven) form, and once at (her Initiative -10), in her (Hell) form. She switches to her new form immediately at the beginning of her turns as a free action, and remains in a form until the beginning of her next turn.
The Guide (Hell)
Speed: 40 ft. (8 squares)
Armor Class: 22 (+2 dex, +6 natural, +4 profane armor), touch 16, flat-footed 20
Base Attack/Grapple: +14/+20
Attack: Claw +22 melee (1d8+9 and Channel, 19-20)
Full Attack: 2 claws +22 melee (1d8+9 and Channel, 19-20) and bite +17 melee (1d10+5 and poison, x3)
Special Attacks: Channel, Breath Weapon, Pounce, Rake (1d4+6)
Special Qualities: Spell-Like Abilities, SR 19, DR 5/-, Fast Healing 2, Heaven or Hell
Saves: Fort +13, Ref +10, Will +12
Abilities: Str 22, Dex 14, Con 20, Int 10, Wis 10, Cha 18
Alignment: Lawful Evil
Spell Like Abilities: Caster Level 14th. Save DCs are Cha based.
At Will: Inflict Serious Wounds (DC 14+spell level), Fear (Touch only, DC 18)
1/day: Lightning Bolt (DC 15)
Channel (Ex): One per round as a free action, The Guide can channel any of her touch-range SLAs into a melee attack. This ability otherwise functions like the Duskblade’s “Arcane Channeling” ability.
Breath Weapon (Su): 30ft cone of fire, 7d6 damage, Ref 22 half.
Poison (Ex): Injury. 1 Con/1d6 Con, Fort DC 22.
Pounce (Ex): The Guide can make a full attack at the end of a charge, including two rakes +15 melee (1d4+6)
Heaven or Hell (Ex): Every round, The Guide acts twice. Once, on her normal initiative in her (Heaven) form, and once at (her Initiative -10), in her (Hell) form. She switches to her new form immediately at the beginning of her turns as a free action, and remains in a form until the beginning of her next turn.
She promptly vanishes, and the door swings open. A wide open courtyard is revealed, lit only by moonlight. Several nude male figures cavort wildly around the space, often coming within inches of each other, but never touching. They all spin, like ballerinos, clockwise, which limbs flailing out at every angle. Half of the beings look to be made of pure alabaster, the other half of ebony. For a moment, a white one stumbles as it is boxed into a corner. All of the ebony dancers begin to converge on it before it rights itself, and the dance goes on. They are each expressionless, smooth, and perfect in form. The white dancers have deep red orbs in place of eyes, while the black ones have bright golden orbs. Each has the image of a large bird of prey imprinted on its back in opposed colors. They seems to drip with a thick, clear liquid of some sort.
As you step into the courtyard, the figures freeze, then spin counterclockwise, and move toward you.
Alabaster Dancer
Medium Construct
Hit Dice: 8d10+20 (70 hp)
Initiative: +12
Speed: 100 ft. (20 squares)
Armor Class: 22 (+8 Dex, +4 natural), touch 18, flat-footed 14
Base Attack/Grapple: +6/+14
Attack: Slam +10 melee (1d6+1, 19-20)
Full Attack: 4 slams +10 melee (1d6+1, 19-20) OR eye ray +14 range touch (1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Accusing Glare
Special Qualities: Blindsight 80ft, Sweat
Saves: Fort +4, Ref +14, Will +4
Abilities: Str 12, Dex 26, Con -, Int -, Wis 10, Cha 1
Skills: Tumble +21, Escape Artist +21
Feats: Weapon Finesse, Toughness x2, Improved Initiative, Improved Critical
Challenge Rating: 5
Alignment: Neutral
Sweat (Ex): Each round on the Alabaster Dancer’s turn, all non-construct creatures within 5ft of the Dancer must make a Reflex Save, DC 14, or take 1d4 fire damage as the heavy, thick, sweet liquid flies off the dancing figure and strikes adjacent creatures. A creature grappling with an Alabaster Dancer takes this damage with no save.
Accusing Glare (Su): Each round as a standard action, an Alabaster Dancer can fire a beam of ice with a range of 30ft from its eyes, dealing 1d4 points of cold damage. It must succeed on a ranged touch attack against its target.
Dance to Forget (Su): Every time a creature is struck by an Alabaster Dancer, it must make a Will Save, DC 14, or take 1 point of Wisdom damage as its memories fade. A creature reduced to 0 Wisdom by an Alabaster Dancer becomes an Ebony Dancer over the next two rounds.
Ebony Dancer
Medium Construct
Hit Dice: 8d10+20 (70 hp)
Initiative: +12
Speed: 100 ft. (20 squares)
Armor Class: 22 (+8 Dex, +4 natural), touch 18, flat-footed 14
Base Attack/Grapple: +6/+14
Attack: Slam +10 melee (1d6+1, 19-20)
Full Attack: 4 slams +10 melee (1d6+1, 19-20) OR eye ray +14 range touch (1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Accusing Glare
Special Qualities: Blindsight 80ft, Sweat
Saves: Fort +4, Ref +14, Will +4
Abilities: Str 12, Dex 26, Con -, Int -, Wis 10, Cha 1
Skills: Tumble +21, Escape Artist +21
Feats: Weapon Finesse, Toughness x2, Improved Initiative, Improved Critical
Challenge Rating: 5
Alignment: Neutral
Sweat (Ex): Each round on the Ebony Dancer’s turn, all non-construct creatures within 5ft of the Dancer must make a Reflex Save, DC 14, or take 1d4 fire damage as the heavy, thick, sweet liquid flies off the dancing figure and strikes adjacent creatures. A creature grappling with an Ebony Dancer takes this damage with no save.
Accusing Glare (Su): Each round as a standard action, an Ebony Dancer can fire a beam of ice with a range of 30ft from its eyes, dealing 1d4 points of cold damage. It must succeed on a ranged touch attack against its target.
Dance to Remember (Su): Every time a creature is struck by an Ebony Dancer, it must make a Will Save, DC 13, or be stunned for 1 round as “Every horrid deed of your past flashes before your eyes, leaving you numb to the world.” A creature slain by an Ebony Dancer’s melee attack becomes an Alabaster Dancer over the next two rounds.
As he speaks, a great bear-like form enters from a previously unseen doorway. It is hairless. In fact, its flesh is brown and crackled, almost as if it had been slow-roasted. It has a large apple in its mouth. It lumbers toward you. The Beast
Large Magical Beast
Hit Dice: 14d10+140 (225 hp)
Initiative: +1
Speed: 10 ft. (2 squares)
Armor Class: 19 (-1 size. +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +14/+21
Attack: Claw +17 melee (1d4+3)
Full Attack: 2 claws +17 melee (1d4+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath Weapon
Special Qualities: Fast Healing 10, Regen 20, SR 26, DR 20/-, They Just Can’t Kill the Beast
Saves: Fort +19, Ref +9, Will +10
Abilities: Str 16, Dex 10, Con 30, Int 1, Wis 12, Cha 10
Skills:
Feats:
Challenge Rating: ??
Alignment: Neutral
Breath Weapon (Su): If The Beast, at any point, has less than 150 hit points, it eats the apple in its mouth and gains a breath weapon. This is a 30ft cone that deals 5d6 fire damage, Ref 24 for half. Recharge time 1d4 rounds
They Just Can’t Kill the Beast (Ex): No form of attack deals lethal damage to The Beast. The Beast regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If The Beast fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 235 hp). The Beast is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability. The Beast can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 235 hit points) and using a wish or miracle spell to keep it dead.
You feel a new presence in the room. Somehow, a new being made an entrance without any of you seeing him enter. A thickset, heavily-bearded man stands, staggering drunk. He wears a bright red jacket, stained with some mixture of alcohol and vomit. Golden military insignia mark each of his shoulders, denoting him as a Captain of the royal navy of each of your respective nations. In one hand, he holds a cutlass. In the other, a heavy golden goblet, filled with wine. A large eagle is perched on his shoulder.The Captain
Large Monstrous Humanoid
Hit Dice: 12d8+96 (160 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 27 (-1 size, -1 dex, +8 natural, +8 armor, +3 dodge), touch 11, flat-footed 24
Base Attack/Grapple: +12/+20
Attack: Cutlass +18 melee (1d8+8, 17-20 x2)
Full Attack: Cutlass +18/+13/+7 melee (1d8+8, 17-20 x2) and goblet +13 melee (1d12+5 plus wine, x4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Wine Goblet
Special Qualities: DR 10/-
Saves: Fort +12, Ref +7, Will +8
Abilities: Str 20, Dex 8, Con 26, Int 10, Wis 10, Cha 14
Skills:
Feats: Weapon Focus Cutlass
Challenge Rating: 9
Alignment: Chaotic Neutral
Wine (Su): When struck with The Captain’s Wine Goblet, a creature must make a DC 24 Will Save or fall asleep for 1d6 rounds. If The Eagle is killed, the Wine Goblet becomes An Empty Cup (+10 melee (1d10+3 x3))
EAGLE
Small Animal
Hit Dice: 1d8+1 (35 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 80 ft. (perfect)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/–4
Attack: Talons +3 melee (1d4)
Full Attack: 2 talons +9 melee (1d4) and bite +7 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon FinesseB
the walls of the room fall into the ground, revealing mirrors. The walls, the floor, the ceiling. All are mirrors. The chandelier is replaced with a hanging globe. The dishes disappear and are replaced with a single large block of ice. Sitting atop it are four glasses of pink champagne. The four walls shift and twist, before peeling off and condensing into the shape of a large, headless humanoid. It stands in front of the ice, crouched on all fours. The ceiling “runs,” with small droplets of the reflective material flowing toward the spot directly above the creature before falling into it, melding with its form.The Mirror
Large Aberration
Hit Dice: 8d8+24 (100 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 19 (-1 size, +1 dex, +9 natural), touch 10, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Claw +10 melee (1d8+5)
Full Attack: 2 claws +8 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Barbed Defense, Critical Vulnerability, Fast Healing 20, SR 20
Saves: Fort +5, Ref +3, Will +6
Abilities: Str 21, Dex 12, Con 16, Int 7, Wis 11, Cha 16
Skills: Tumble +19
Feats: Cleave, Imp Nat Atk (Claw), PA
Challenge Rating: 8
Alignment: Neutral
Barbed Defense (Ex): Striking The Mirror in melee deals 1d4+6 slashing and piercing damage to the attacker. Grappling also deals this damage.
Improved Grab (Ex): If hit with claw, start grapple as free action. If it wins, it immediately deals Barbed Defense damage. On a second Grapple (next round), it can impale its target, thus keeping them grappled for subsequent turns without effort.
Critical Vulnerability (Ex): The Mirror takes an extra 5 points of damage for every multiplier if it takes a critical hit (x2 = 10, x3 = 15, etc)
The Fast Healing comes from the ceiling drippings. If blocked somehow, it stops.
The Nightman
Medium Humanoid
Hit Dice: 10d8+24 (80 hp)
Initiative: +10
Speed: 30 ft. (6 squares)
Armor Class: 19 (+2 dex, +5 natural, +2 insight), touch 14, flat-footed 17
Base Attack/Grapple: +8/+8
Attack: Cane +10 melee (1d8 and paralysis)
Full Attack: Cane +10 melee (1d8 and paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralyzing cane
Special Qualities: Wall Mastery, Spell-Like Abilities, SR 19
Saves: Fort +6, Ref +9, Will +10
Abilities: Str 10, Dex 14, Con 16, Int 14, Wis 16, Cha 20
Skills:
Feats:
Challenge Rating: 8
Alignment: Lawful Evil
Paralyzing Cane (Su): Each time a creature is struck with The Nightman’s Cane, they must make a Will Save, DC 20 or be paralyzed for one round.
Wall Mastery (Ex): Once per round, The Nightman can use one of his Wall SLAs as a Free Action. In addition, all Wall SLAs are cast at +2 CL. The Nightman is also constantly under the effects of a Passwall spell and may freely pass through any wall he creates. The Nightman does not have his line of sight or line of effect blocked by his own walls.
Spell-Like Abilities: Caster Level 10th. The save DCs are Charisma-based. No Wall SLA may be used twice within two rounds. Thus, if he uses his Wall Mastery ability, he can utilize four SLAs in two rounds, but no two may be the same Wall SLA.
At will: Wall of Force, Wall of Stone, Wall of Fire (DC 19), Wall of Ice (DC 19), Wall of Iron, Wall of Thorns, Wall of Gloom (hd limit removed, DC 17), Wall of Sand (DC 19), Wind Wall, Magic Missile, Dimension Door (Self Only, looks like him stepping through a wall he summons)
3/day: Bigby’s Clenched Fist, Telekinesis (DC 20), Boreal Wind (DC 20)
1/day: Prismatic Wall (DC 24)
The Master
Medium Outsider
Hit Dice: 12d8+60 (140 hp)
Initiative: +12
Speed: 30 ft. (6 squares)
Armor Class: 27 (+2 dex, +10 natural, +5 armor), touch 10, flat-footed 18
Base Attack/Grapple: +8/+10
Attack: Slam +12 melee (1d8+2 and Own Device)
Full Attack: Slam +12 melee (1d8+2 and Own Device)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mastery
Special Qualities: Spell-Like Abilities, SR 25, DR 5/-, Fast Healing 5
Saves: Fort +13, Ref +10, Will +12
Abilities: Str 14, Dex 14, Con 20, Int 18, Wis 18, Cha 22
Skills:
Feats: Improved Init
Challenge Rating: 8
Alignment: Lawful Evil
Mastery (Su): The Master is immune to mind-affecting, polymorph, sleep, paralysis, charm, and compulsion effects. He has a permanent Freedom of Movement effect on his person.
Own Device (Su): Every time a creature is struck by The Master, they take a Cumulative -1 on all Will saves for one minute.
Spell Like Abilities: Caster Level 12th. The save DCs are Charisma-based.
At will: Suggestion (DC 17), Charm Person (DC 17), Dispel Magic (+10), Silent Image (DC 17)
3/day: G. Dispel Magic (+14), Charm Monster (DC 20), Major Image (DC 19), Dominate Person (DC 21)
1/day: Dominate Monster (DC 25)
As always, thank you for your time, all.
The Guide (Heaven)
Medium Outsider
Hit Dice: 14d8+70 (190 hp)
Initiative: +12
Speed: 15 ft. (3 squares)
Armor Class: 32 (+6 dex, +8 natural, +8 holy), touch 24, flat-footed 26
Base Attack/Grapple: +14/+16
Attack: Slam +16 melee (1d8+3)
Full Attack: Slam +16 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Spell-Like Abilities, SR 25, DR 10/-, Fast Healing 15, Serene Beauty, Heaven or Hell
Saves: Fort +17, Ref +18, Will +12
Abilities: Str 14, Dex 22, Con 20, Int 10, Wis 10, Cha 18
Skills: Concentration +20
Challenge Rating: ??
Alignment: Lawful Good
Spell Like Abilities: Caster Level 14th.
At will: All Removes (Curse, Blindness, Disease, Fear, etc), Cure Critical Wounds, Dimension Hop
1/day: Heal
Serene Beauty (Su): All creatures must make a DC 21 Will Save to attack or approach within 10 ft of The Guide while she is in Heaven form. This save must be made each round an attack is made. An attack for this ability is anything that either targets The Guide or is done in an attempt to directly harm her (Grease beneath her feet would trigger this. A Wall of Fire between her and the caster would not).
Heaven or Hell (Ex): Every round, The Guide acts twice. Once, on her normal initiative in her (Heaven) form, and once at (her Initiative -10), in her (Hell) form. She switches to her new form immediately at the beginning of her turns as a free action, and remains in a form until the beginning of her next turn.
The Guide (Hell)
Speed: 40 ft. (8 squares)
Armor Class: 22 (+2 dex, +6 natural, +4 profane armor), touch 16, flat-footed 20
Base Attack/Grapple: +14/+20
Attack: Claw +22 melee (1d8+9 and Channel, 19-20)
Full Attack: 2 claws +22 melee (1d8+9 and Channel, 19-20) and bite +17 melee (1d10+5 and poison, x3)
Special Attacks: Channel, Breath Weapon, Pounce, Rake (1d4+6)
Special Qualities: Spell-Like Abilities, SR 19, DR 5/-, Fast Healing 2, Heaven or Hell
Saves: Fort +13, Ref +10, Will +12
Abilities: Str 22, Dex 14, Con 20, Int 10, Wis 10, Cha 18
Alignment: Lawful Evil
Spell Like Abilities: Caster Level 14th. Save DCs are Cha based.
At Will: Inflict Serious Wounds (DC 14+spell level), Fear (Touch only, DC 18)
1/day: Lightning Bolt (DC 15)
Channel (Ex): One per round as a free action, The Guide can channel any of her touch-range SLAs into a melee attack. This ability otherwise functions like the Duskblade’s “Arcane Channeling” ability.
Breath Weapon (Su): 30ft cone of fire, 7d6 damage, Ref 22 half.
Poison (Ex): Injury. 1 Con/1d6 Con, Fort DC 22.
Pounce (Ex): The Guide can make a full attack at the end of a charge, including two rakes +15 melee (1d4+6)
Heaven or Hell (Ex): Every round, The Guide acts twice. Once, on her normal initiative in her (Heaven) form, and once at (her Initiative -10), in her (Hell) form. She switches to her new form immediately at the beginning of her turns as a free action, and remains in a form until the beginning of her next turn.
She promptly vanishes, and the door swings open. A wide open courtyard is revealed, lit only by moonlight. Several nude male figures cavort wildly around the space, often coming within inches of each other, but never touching. They all spin, like ballerinos, clockwise, which limbs flailing out at every angle. Half of the beings look to be made of pure alabaster, the other half of ebony. For a moment, a white one stumbles as it is boxed into a corner. All of the ebony dancers begin to converge on it before it rights itself, and the dance goes on. They are each expressionless, smooth, and perfect in form. The white dancers have deep red orbs in place of eyes, while the black ones have bright golden orbs. Each has the image of a large bird of prey imprinted on its back in opposed colors. They seems to drip with a thick, clear liquid of some sort.
As you step into the courtyard, the figures freeze, then spin counterclockwise, and move toward you.
Alabaster Dancer
Medium Construct
Hit Dice: 8d10+20 (70 hp)
Initiative: +12
Speed: 100 ft. (20 squares)
Armor Class: 22 (+8 Dex, +4 natural), touch 18, flat-footed 14
Base Attack/Grapple: +6/+14
Attack: Slam +10 melee (1d6+1, 19-20)
Full Attack: 4 slams +10 melee (1d6+1, 19-20) OR eye ray +14 range touch (1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Accusing Glare
Special Qualities: Blindsight 80ft, Sweat
Saves: Fort +4, Ref +14, Will +4
Abilities: Str 12, Dex 26, Con -, Int -, Wis 10, Cha 1
Skills: Tumble +21, Escape Artist +21
Feats: Weapon Finesse, Toughness x2, Improved Initiative, Improved Critical
Challenge Rating: 5
Alignment: Neutral
Sweat (Ex): Each round on the Alabaster Dancer’s turn, all non-construct creatures within 5ft of the Dancer must make a Reflex Save, DC 14, or take 1d4 fire damage as the heavy, thick, sweet liquid flies off the dancing figure and strikes adjacent creatures. A creature grappling with an Alabaster Dancer takes this damage with no save.
Accusing Glare (Su): Each round as a standard action, an Alabaster Dancer can fire a beam of ice with a range of 30ft from its eyes, dealing 1d4 points of cold damage. It must succeed on a ranged touch attack against its target.
Dance to Forget (Su): Every time a creature is struck by an Alabaster Dancer, it must make a Will Save, DC 14, or take 1 point of Wisdom damage as its memories fade. A creature reduced to 0 Wisdom by an Alabaster Dancer becomes an Ebony Dancer over the next two rounds.
Ebony Dancer
Medium Construct
Hit Dice: 8d10+20 (70 hp)
Initiative: +12
Speed: 100 ft. (20 squares)
Armor Class: 22 (+8 Dex, +4 natural), touch 18, flat-footed 14
Base Attack/Grapple: +6/+14
Attack: Slam +10 melee (1d6+1, 19-20)
Full Attack: 4 slams +10 melee (1d6+1, 19-20) OR eye ray +14 range touch (1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Accusing Glare
Special Qualities: Blindsight 80ft, Sweat
Saves: Fort +4, Ref +14, Will +4
Abilities: Str 12, Dex 26, Con -, Int -, Wis 10, Cha 1
Skills: Tumble +21, Escape Artist +21
Feats: Weapon Finesse, Toughness x2, Improved Initiative, Improved Critical
Challenge Rating: 5
Alignment: Neutral
Sweat (Ex): Each round on the Ebony Dancer’s turn, all non-construct creatures within 5ft of the Dancer must make a Reflex Save, DC 14, or take 1d4 fire damage as the heavy, thick, sweet liquid flies off the dancing figure and strikes adjacent creatures. A creature grappling with an Ebony Dancer takes this damage with no save.
Accusing Glare (Su): Each round as a standard action, an Ebony Dancer can fire a beam of ice with a range of 30ft from its eyes, dealing 1d4 points of cold damage. It must succeed on a ranged touch attack against its target.
Dance to Remember (Su): Every time a creature is struck by an Ebony Dancer, it must make a Will Save, DC 13, or be stunned for 1 round as “Every horrid deed of your past flashes before your eyes, leaving you numb to the world.” A creature slain by an Ebony Dancer’s melee attack becomes an Alabaster Dancer over the next two rounds.
As he speaks, a great bear-like form enters from a previously unseen doorway. It is hairless. In fact, its flesh is brown and crackled, almost as if it had been slow-roasted. It has a large apple in its mouth. It lumbers toward you. The Beast
Large Magical Beast
Hit Dice: 14d10+140 (225 hp)
Initiative: +1
Speed: 10 ft. (2 squares)
Armor Class: 19 (-1 size. +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +14/+21
Attack: Claw +17 melee (1d4+3)
Full Attack: 2 claws +17 melee (1d4+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath Weapon
Special Qualities: Fast Healing 10, Regen 20, SR 26, DR 20/-, They Just Can’t Kill the Beast
Saves: Fort +19, Ref +9, Will +10
Abilities: Str 16, Dex 10, Con 30, Int 1, Wis 12, Cha 10
Skills:
Feats:
Challenge Rating: ??
Alignment: Neutral
Breath Weapon (Su): If The Beast, at any point, has less than 150 hit points, it eats the apple in its mouth and gains a breath weapon. This is a 30ft cone that deals 5d6 fire damage, Ref 24 for half. Recharge time 1d4 rounds
They Just Can’t Kill the Beast (Ex): No form of attack deals lethal damage to The Beast. The Beast regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If The Beast fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 235 hp). The Beast is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability. The Beast can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 235 hit points) and using a wish or miracle spell to keep it dead.
You feel a new presence in the room. Somehow, a new being made an entrance without any of you seeing him enter. A thickset, heavily-bearded man stands, staggering drunk. He wears a bright red jacket, stained with some mixture of alcohol and vomit. Golden military insignia mark each of his shoulders, denoting him as a Captain of the royal navy of each of your respective nations. In one hand, he holds a cutlass. In the other, a heavy golden goblet, filled with wine. A large eagle is perched on his shoulder.The Captain
Large Monstrous Humanoid
Hit Dice: 12d8+96 (160 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 27 (-1 size, -1 dex, +8 natural, +8 armor, +3 dodge), touch 11, flat-footed 24
Base Attack/Grapple: +12/+20
Attack: Cutlass +18 melee (1d8+8, 17-20 x2)
Full Attack: Cutlass +18/+13/+7 melee (1d8+8, 17-20 x2) and goblet +13 melee (1d12+5 plus wine, x4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Wine Goblet
Special Qualities: DR 10/-
Saves: Fort +12, Ref +7, Will +8
Abilities: Str 20, Dex 8, Con 26, Int 10, Wis 10, Cha 14
Skills:
Feats: Weapon Focus Cutlass
Challenge Rating: 9
Alignment: Chaotic Neutral
Wine (Su): When struck with The Captain’s Wine Goblet, a creature must make a DC 24 Will Save or fall asleep for 1d6 rounds. If The Eagle is killed, the Wine Goblet becomes An Empty Cup (+10 melee (1d10+3 x3))
EAGLE
Small Animal
Hit Dice: 1d8+1 (35 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 80 ft. (perfect)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/–4
Attack: Talons +3 melee (1d4)
Full Attack: 2 talons +9 melee (1d4) and bite +7 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon FinesseB
the walls of the room fall into the ground, revealing mirrors. The walls, the floor, the ceiling. All are mirrors. The chandelier is replaced with a hanging globe. The dishes disappear and are replaced with a single large block of ice. Sitting atop it are four glasses of pink champagne. The four walls shift and twist, before peeling off and condensing into the shape of a large, headless humanoid. It stands in front of the ice, crouched on all fours. The ceiling “runs,” with small droplets of the reflective material flowing toward the spot directly above the creature before falling into it, melding with its form.The Mirror
Large Aberration
Hit Dice: 8d8+24 (100 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 19 (-1 size, +1 dex, +9 natural), touch 10, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Claw +10 melee (1d8+5)
Full Attack: 2 claws +8 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Barbed Defense, Critical Vulnerability, Fast Healing 20, SR 20
Saves: Fort +5, Ref +3, Will +6
Abilities: Str 21, Dex 12, Con 16, Int 7, Wis 11, Cha 16
Skills: Tumble +19
Feats: Cleave, Imp Nat Atk (Claw), PA
Challenge Rating: 8
Alignment: Neutral
Barbed Defense (Ex): Striking The Mirror in melee deals 1d4+6 slashing and piercing damage to the attacker. Grappling also deals this damage.
Improved Grab (Ex): If hit with claw, start grapple as free action. If it wins, it immediately deals Barbed Defense damage. On a second Grapple (next round), it can impale its target, thus keeping them grappled for subsequent turns without effort.
Critical Vulnerability (Ex): The Mirror takes an extra 5 points of damage for every multiplier if it takes a critical hit (x2 = 10, x3 = 15, etc)
The Fast Healing comes from the ceiling drippings. If blocked somehow, it stops.
The Nightman
Medium Humanoid
Hit Dice: 10d8+24 (80 hp)
Initiative: +10
Speed: 30 ft. (6 squares)
Armor Class: 19 (+2 dex, +5 natural, +2 insight), touch 14, flat-footed 17
Base Attack/Grapple: +8/+8
Attack: Cane +10 melee (1d8 and paralysis)
Full Attack: Cane +10 melee (1d8 and paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralyzing cane
Special Qualities: Wall Mastery, Spell-Like Abilities, SR 19
Saves: Fort +6, Ref +9, Will +10
Abilities: Str 10, Dex 14, Con 16, Int 14, Wis 16, Cha 20
Skills:
Feats:
Challenge Rating: 8
Alignment: Lawful Evil
Paralyzing Cane (Su): Each time a creature is struck with The Nightman’s Cane, they must make a Will Save, DC 20 or be paralyzed for one round.
Wall Mastery (Ex): Once per round, The Nightman can use one of his Wall SLAs as a Free Action. In addition, all Wall SLAs are cast at +2 CL. The Nightman is also constantly under the effects of a Passwall spell and may freely pass through any wall he creates. The Nightman does not have his line of sight or line of effect blocked by his own walls.
Spell-Like Abilities: Caster Level 10th. The save DCs are Charisma-based. No Wall SLA may be used twice within two rounds. Thus, if he uses his Wall Mastery ability, he can utilize four SLAs in two rounds, but no two may be the same Wall SLA.
At will: Wall of Force, Wall of Stone, Wall of Fire (DC 19), Wall of Ice (DC 19), Wall of Iron, Wall of Thorns, Wall of Gloom (hd limit removed, DC 17), Wall of Sand (DC 19), Wind Wall, Magic Missile, Dimension Door (Self Only, looks like him stepping through a wall he summons)
3/day: Bigby’s Clenched Fist, Telekinesis (DC 20), Boreal Wind (DC 20)
1/day: Prismatic Wall (DC 24)
The Master
Medium Outsider
Hit Dice: 12d8+60 (140 hp)
Initiative: +12
Speed: 30 ft. (6 squares)
Armor Class: 27 (+2 dex, +10 natural, +5 armor), touch 10, flat-footed 18
Base Attack/Grapple: +8/+10
Attack: Slam +12 melee (1d8+2 and Own Device)
Full Attack: Slam +12 melee (1d8+2 and Own Device)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mastery
Special Qualities: Spell-Like Abilities, SR 25, DR 5/-, Fast Healing 5
Saves: Fort +13, Ref +10, Will +12
Abilities: Str 14, Dex 14, Con 20, Int 18, Wis 18, Cha 22
Skills:
Feats: Improved Init
Challenge Rating: 8
Alignment: Lawful Evil
Mastery (Su): The Master is immune to mind-affecting, polymorph, sleep, paralysis, charm, and compulsion effects. He has a permanent Freedom of Movement effect on his person.
Own Device (Su): Every time a creature is struck by The Master, they take a Cumulative -1 on all Will saves for one minute.
Spell Like Abilities: Caster Level 12th. The save DCs are Charisma-based.
At will: Suggestion (DC 17), Charm Person (DC 17), Dispel Magic (+10), Silent Image (DC 17)
3/day: G. Dispel Magic (+14), Charm Monster (DC 20), Major Image (DC 19), Dominate Person (DC 21)
1/day: Dominate Monster (DC 25)
As always, thank you for your time, all.