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Morvain Dra Nerm      Risen Babau

 

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, Wis 13, Cha 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. 

Morvains weapons are all good aligned
Sneak Attack (Ex)

A Morvain can make a sneak attack like a rogue, dealing an extra 7d6 points of damage

Spell-Like Abilities

At will—darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only). Caster level 7th.

Protective Slime (Su)

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. 


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