XP 25,600
Narman 0 Sorcerer
CE Medium outsider (alial, chaotic, demon, evil, narman)
Init +7; Senses darkvision 60 ft., see in darkness, detect magic; Perception -1
Defense
AC 27, touch 17, flat-footed 20 (+10 natural, +0 size, +7 Dex)
hp 112 (15d10+30); fast healing 1
Fort +11, Ref +23, Will +4
Defensive Abilities dark affinity, Immune electricity, poison; Resistance acid 10, cold 10, fire 10
Offense
Speed 30 ft., fly 30 ft. (clumsy)
Melee claw +19/+15/+10 (1d6+4 plus 1d6 fire), gore +19/+14/+9 (1d6+4 plus 1d6 fire)
Space 5 ft., Reach 5 ft.
Special Attacks abyssal weapons
Spell-Like Abilities (CL 15th; concentration +28)
constant—detect magic, infernal healing
at-will—bleed, chill touch
1/day—detect poison, touch of fatigue, summon (2 void demons)
Sorcerer Spells Known (CL 15th; concentration +56)
7th (4/day)—finger of death, greater scrying, greater teleport, plane shift
6th (6/day)—disintegrate, hellfire ray, major curse
5th (6/day)—cloudkill, shadow familiar, sheep, wracking ray +2
4th (6/day)—bestow curse, death knell aura, enervation, phantasmal killer
3rd (6/day)—call the void, deathwine, fireball, ray of exhaustion
2nd (6/day)—blindness / deafness, defoliate, invisibility, scorching ray, searching shadows
1st (6/day)—charm person, chill touch, protection from good, magic missile, ray of enfeeblement
0 (at-will)—acid splash, disrupt undead, ghost sound, mage hand, penumbra, read magic, touch of fatigue, sotto voice, spark
Statistics
Str 18, Dex 24, Con 14, Int 16, Wis 8, Cha 36
Base Atk +15; CMB +19; CMD 36
Feats Weapon Focus (ray)
Skills Bluff +31, Fly +17, Intimidate +31, Knowledge (arcana) +21, Knowledge (dungeoneering) +21, Knowledge (planes) +21, Spellcraft +21, Use Magic Device +31
Languages Abyssal, Aklo, Celestial, Draconic, Infernal, Narman; telepathy (100 ft.)
SQ Dark Magic
Ecology
Environment
Organization
Treasure NPC gear
Special Abilities
Abyssal Weapons (Su) A demonic narman's natural weapons, as well as any other weapons they wield, are treated as being magic, evil, and chaotic for the purposes of overcoming damage reduction. They also deal an additional 1d6 points of fire damage on a successful hit.
Dark Affinity (Ex) A demonic narman is harmed by positive energy and healed by negative energy like an undead. They are also immune to energy drain and negative levels.
Dark Magic (Ex) Demonic narmen add 1 to the DC of all spells and spell-like abilities they cast of the necromancy school. Demonic narmen with the abyssal or infernal bloodlines can use bloodline powers from those bloodlines as though they were one level higher. This does not grant access to powers they would otherwise not have access to.
Alial races have (generally suppressed) magical energy that infuses a specific part of their body. Though this energy may be present in the object before the creature's death, alial objects are non-magical until after the creature's death and only acquire their abilities if they are still part of the creature when they die. This body part must be hard like bone or a gemstone. This object can otherwise take many different forms.
Alial objects contain a significantly strong impression of the owner's identity. Whether or not the creature is deceased, alial objects can be used as a focus for any spell that requires identifying a creature, such as scrying, to perfectly identify the owner. The owner also receives no saves against such spells.
Alial objects can also be incorporated into specific type of magic items, granting bonuses but potentially changing their effect. Alial objects do not impart their weapon properties or spell modifiers unless stated otherwise or incorporated into an item that uses them.
Description
A demonic narman's alial object takes the form of the tusk which protrudes from their mouth called an alidens. When removed, this tusk can be used as a one-handed melee weapon that deals 1d6 points of piercing damage and requires exotic weapon proficiency. The tusk receives its weapon properties as well, though an alial object only has the creature's weapon properties if it was part of the creature upon their death. In addition, the alial object can be activated using a command word to cause it to radiate darkness from its tip as darkness. The command word is the command form of the word for "to make darker" in the narman's native language. (Ex. "darken" in english)
Weapon Properties +1 Bane-Good-Outsiders Unholy
Spell Modifiers CL/DC Modifier | Spells |
---|
+2 | darkness spells |
+1 | evil spells |
-1 | good spells |
-2 | light spells |