Mother of BeastsMother of Beasts CR 9Source NPC Codex pg. 51 XP 6,400 Human cleric of Lamashtu 10 CE Medium humanoid (human) Init +3; Senses Perception +14DefenseAC 21, touch 10, flat-footed 21 (+11 armor, +1 deflection, –1 Dex); +1 vs. good opponents hp 78 (10d8+30) Fort +10, Ref +3, Will +12; +2 vs. good opponentsOffenseSpeed 20 ft. Melee +1 falchion +11/+6 (2d4+5/18–20) Special Attacks aura of madness (DC 19, 10 rounds/day), channel negative energy 4/day (DC 16, 5d6), might of the gods (+10, 10 rounds/day) Spell-Like Abilities (CL 10th; concentration +14) 7/day—strength surge (+5), vision of madness (+/–5) Cleric Spells Prepared (CL 10th; concentration +14) 5th—flame strike (DC 19), righteous mightD, summon monster V 4th—confusionD (DC 18), cure critical wounds, summon monster IV (2), unholy blight (DC 18) 3rd—blindness/deafness, magic circle against good, magic vestmentD, summon monster III, water breathing 2nd—bull’s strengthD, cure moderate wounds, darkness, shield other, silence (DC 16), summon monster II 1st—bane (DC 15), bless, command (DC 15), cure light wounds, divine favor, enlarge personD (DC 15) 0 (at will)—create water, detect magic, light, mending D Domain spell; Domains Madness, StrengthTacticsBefore Combat The cleric casts magic circle against good and magic vestment. During Combat The cleric drinks a potion of invisibility, then uses summon monster V and summon monster IV to overwhelm opponents, and attacks with flame strike, casting righteous might before entering melee. Base Statistics Without magic circle against good and magic vestment, the cleric’s statistics are AC 20, touch 10, flat-footed 20.StatisticsStr 16, Dex 8, Con 14, Int 10, Wis 18, Cha 12 Base Atk +7; CMB +10; CMD 20 Feats Augment Summoning, Combat Casting, Heavy Armor Proficiency, Improved Initiative, Power Attack, Spell Focus (conjuration) Skills Handle Animal +11, Heal +8, Knowledge (nature) +1, Knowledge (religion) +6, Perception +14, Spellcraft +8 Languages Common SQ aura Combat Gear potions of invisibility (2); Other Gear +1 full plate, +1 falchion, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, silver unholy symbol, 110 gp
The mother of beasts serves the goddess of madness and monsters. She looks after horrible creatures and summons extraplanar beings to defend herself and her pets.Empiri ChalemedeEmpiri raises and nurtures hybrid monsters and aberrant mutations. Though she lacks the magic to create these oddities, she values anyone skilled at such things.
Combat Encounters: Empiri is most effective when she has monsters to protect her. Without allies, she uses summon monster spells to conjure guardians.
Roleplaying Suggestions: Empiri might ask the PCs to help her catch a predatory beast—though not to destroy it.
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