Main / SerpentfolkGozrehCleric


up

Serpentfolk Oracle 4 CR 8 XP 4,800

NE Medium monstrous humanoid
Init +11; Senses darkvision 60 ft., low light vision, scent; Perception +16

DEFENSE

AC 27, touch 18, flat-footed 19 (+7 Dex, +3 natural, +6 armor, +1 dodge)
hp 76 (5d10+4d8+31)
Fort +7(1 reroll/day), Ref +12, Will +11
Immune mind-affecting effects, paralysis, poison, magic missiles; SR 19

OFFENSE

Speed 30 ft.
Melee mwk sickle +16 (1d6), bite +10 (1d6 plus poison)
Spells (CL 4th; concentration +8)

  • 0th-Bleed, Create Water, Detect Magic, Guidance, Mending, Read Magic
  • 1st-(7/day,DC 16)-Alter Winds, Cure Light Wounds, Magic Stone, Murderous Command(1 round, close, Will neg. attack closest ally), Ray of Sickening(close range touch, Fort save or sickened)
  • 2nd(4/day)-Cure Mod. Wounds, Gust of Wind, Gozreh's Trident (summons electric trident +15 melee touch(1d8+3 elec.))

Spell-like abilites (CL 8th; concentration +13)

  • At will—disguise self (humanoid form only, DC 16), ventriloquism
  • 1/day—blur, mirror image, suggestion (DC 18), Major Image (DC 18), Dominate Person (DC 19)

Special Abilities

  • (Drawback)-during battle, can only speak in Aklo
  • Wind armor, sudden initiative (both included in stats)
  • Poison (Ex) Bite - injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves.

STATISTICS

Str 10, Dex 25, Con 17, Int 16, Wis 18, Cha 20
Base Atk +8; CMB +8; CMD 25
Feats Great Fortitude, Improved Initiative, Weapon Finesse, Dodge, Improved Great Fortitude
Skills Acrobatics +15, Disguise +10, Escape Artist +19, Heal +11, Knowledge (arcana, history, planes, religion) +7, Perception +16, Sense Motive +13, Spellcraft +11, Use Magic Device +17
Languages Aklo, Common, Undercommon; telepathy 100 ft.
Gear brooch of shielding, phylactery of faithfulness, wand of ice storm(10 charges), wand of CLW(50 charges)

Page last modified on October 07, 2013, at 04:11 PM