Serpentfolk, Serpentfolk High PriestSerpentfolk High Priest CR 14Source Monster Codex pg. 207 XP 38,400 Advanced serpentfolk cleric 10 CE Medium monstrous humanoid Init +10; Senses darkvision 60 ft., scent; Perception +21DefenseAC 28, touch 13, flat-footed 25 (+8 armor, +3 Dex, +4 natural, +3 shield) hp 182 (15 HD; 5d10+10d8+110) Fort +15, Ref +13, Will +17 Immune mind-affecting effects, paralysis, poison; SR 25OffenseSpeed 20 ft. Melee +3 unholy light mace +24/+19/+14/+9 (1d6+6), bite +16 (1d6+3 plus poison) Ranged mwk light crossbow +22 (1d8+3/19–20) Special Attacks channel negative energy 10/day (DC 22, 5d6), scythe of evil (5 rounds, 1/day), weapon master (10 rounds/day) Spell-Like Abilities (CL 4th; concentration +9) At will—disguise self (DC 16, humanoid form only), ventriloquism (DC 16) 1/day—blur, dominate person (DC 20), major image (DC 18), mass suggestion (DC 21), mirror image, suggestion (DC 18), teleport Domain Spell-Like Abilities (CL 10th; concentration +16) 9/day— battle rage (+5), touch of evil (5 rounds) Cleric Spells Prepared (CL 10th; concentration +16) 5th—flame strikeD (2, DC 21), righteous might, slay living (DC 21) 4th—cure critical wounds, divine power, freedom of movement, spit venomUM (DC 20), unholy blightD (DC 20) 3rd—cure serious wounds, dispel magic, invisibility purge, magic circle against goodD, protection from energy 2nd—bear’s endurance, calm emotions (DC 18), darkness, dread boltUM (DC 18), hold person (2, DC 18), spiritual weaponD 1st—bane (DC 17), forbid actionUM (DC 17), murderous commandUM (2, DC 17), protection from goodD, shield of faith (2) 0 (at will)—bleed (DC 16), detect magic, resistance, stabilize D domain spell; Domains Evil, WarTacticsBefore Combat A high priest prepares for battle by casting divine power and freedom of movement, then uses its scythe of evil ability to enhance its weapon.StatisticsStr 10, Dex 23, Con 20, Int 16, Wis 22, Cha 20 Base Atk +12; CMB +12; CMD 28 Feats Combat Casting, Extra Channel, Great Fortitude, Improved Channel, Improved Initiative, Selective Channeling, Toughness, Weapon Finesse Skills Acrobatics +7 (+3 when jumping), Diplomacy +15, Disguise +10, Escape Artist +15, Intimidate +10, Knowledge (arcana, nobility, planes) +9, Knowledge (history) +10, Knowledge (religion) +15, Perception +21, Sense Motive +15, Spellcraft +15, Stealth +11, Use Magic Device +15 Languages Aklo, Common, Draconic, Undercommon; telepathy 100 ft. Combat Gear potion of aid, wand of cure moderate wounds (10 charges); Other Gear +2 breastplate, +1 heavy steel shield, +3 unholy light mace, mwk light crossbow with 10 bolts, amulet of natural armor +1, belt of incredible dexterity +2, headband of inspired wisdom +2, pearl of power (1st), phylactery of faithfulness, silver unholy symbol, spell component pouch, 1,434 gpEcologyEnvironment any land (usually jungles or underground)Special AbilitiesPoison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is Constitution-based.DescriptionSerpentfolk high priests are the leaders of their people.Creatures in "Serpentfolk" Category
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