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RPG Blogs Post Character Game Room Fantasy Art Quests Stories | ![]() |
| Risen Home |
|
|
Size/Type: |
Large
Outsider, Neutral Good |
|
Hit
Dice: |
7d8 +7 + 11d6 +11 (83) |
|
Initiative: |
+1 |
|
Speed: |
30 ft.
(6 squares) |
|
Armor
Class: |
19 (
+1 Dex, +8 natural), touch 11, flat-footed 20 |
|
Base
Attack/Grapple: |
+6/+11 |
|
Attack: |
Claw
+11 melee (1d6+4) |
|
Full
Attack: |
2
claws +11 melee (1d6+4)and bite +6 melee (d6) |
|
Space/Reach: |
10
ft./10 ft. |
|
Special
Attacks: |
Spell
Like abilities, Banish |
|
Special
Qualities: |
Damage
Reduction 10/evil, Dark Vision 60 ft., immunity to electricity and
poison, resistance to acid 10, cold 10, and fire 10, spell resistance
17, telepathy 100 ft. |
|
Saves: |
Fort
+9, Ref+6, Will +6 |
|
Abilities: |
Str
21, Dex 16, Con 20, Int 16, |
|
Skills: |
Climb
+15, Disable Device +12, Disguise +13, Escape Artist +11, Hide +19,
Listen +19, Move Silently +19, Open Lock +11, Search +20, Sleight of
Hand +11, Survival +1 (+3 following tracks), Use Rope +1 (+3 with
bindings), gather information 27, sense motive 20, decipher script 18,
use magic item 12, forgery 16, knowledge evil creatures 25, profession
investigator 18 |
|
Feats: |
Cleave,
Combat Reflexes, Multiattack, Power Attack |
Morvain is Level 11 rouge, in
addition to his fiendish powers
Like his fellow Babau Morvain is a sneaky and sly creature he however was much weaker then his fellows and so was always avoiding any part of combat. Then he was sent to the Material Plane with others of his kind. Rather then face the dangers however he hide in a temple to a god of the Sun and Civilizations. Seeing the love and devotion of the followers over the next year began to change him. And so he swore an oath to this god as well.
He now lives within the temples
of this god working to
discover evil creatures that lurk within cities and villages unable to
get
their own investigators.
A
Morvain can make
a sneak attack like a rogue, dealing an extra 7d6 points of damage
At
will—darkness, dispel magic, see
invisibility, greater teleport
(self plus 50 pounds of objects only). Caster level 7th.
A
slimy red jelly
coats the babau’s skin. Any weapon that touches it takes 1d8
points of acid
damage from the corrosive goo, and the weapon’s hardness does
not reduce this
damage. A magic weapon may attempt a DC 18 Reflex save to avoid taking
this
damage. A creature who strikes the babau with an unarmed attack,
unarmed strike,
touch spell, or natural weapon takes this damage as well but can negate
the
damage with a DC 18 Reflex save. The save DCs are
Constitution-based.
