Per

Anonymous's picture
Medium-Size Outsider (Lawful)
Hit Dice: 10d8+20 (65 hp)
Initiative: +2 (Dex)
Speed: 30ft.
Armor Class: 21 (+2 Dex, + 9 natural armor)
Base Attack/Grapple: 0
Attack: 0
Full Attack: +3 frost brand greatsword +16/+11 melee
Space/Reach: 5ft. by 5ft./5ft.
Special Attacks: Spell-like abilities, intelligent swords
Special Qualities: Damage reduction 10/+1, fast healing 5, true seeing, shield aura, evaluate opponent, fear immunity, SR 21
Saves: Fort +9, Ref +9, Will +9
Abilities: Str 17, Dex 14, Con 15, Int 13, Wis 15, Cha 13
Skills: Balance +11, Concentration +15, Diplomacy +7, Intimidate +14, Listen +15, Sense Motive +15, Spellcraft +11, Spot +15
Feats: Alertness, Expertise, Improved Disarm
 
Environment: Any land or underground; portals
Organization: Solitary, pair, or squad (3-6)
Challenge Rating: 10
Treasure: None
Alignment: Lawful Neutral
Advancement: 11-15 HD (Medium-size); 16-30 HD (Large)
Level Adjustment: 0
Pers guard portals to the upper planes zealously, questioning would be trepassers and judging those worthy to cross the threshold. CombatGuardians of portals of the upper planes, pers fight valorously with the unwavering dedication they had in life. When outmatched, a per challenges the opposing group’s leader or greatest fighter to single combat, using its evaluate opponent ability.Spell-Like Abilities: At will – blade barrier, detect thoughts, light, mirror image, and read magic; 7/day – charm person; 3/day – cure serious wounds. These abilities are as the spells cast by a 10th level sorcerer (DC 11 + spell level).Intelligent Swords (Su): All pers carry an intelligent frost brand with them. These are +3 frost greatswords that shed light when the air temperature drops below freezing. The wielder is protected from fire, since the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise suffer. The frost brand sword also has a 50% chance of extinguishing any fire into which its blade is thrust. This power extends to a 10-foot radius and includes lasting effects such as wall of fire but excludes instantaneous effects such as fireball, meteor swarm, and flame strike. The swords are lawful neutral in alignment, speak the Common tongue and have Intelligence 15, Wisdom 14, Charisma 12 and an Ego of 18. These intelligent swords are imbued with the essence of a servitor of an upper planar power and have the following special abilities: confusion (special purpose power), detect evil/good, detect magic, see invisibility. When a per dies the sword turns to mist.True Seeing (Su): Pers continuously use true seeing as the spell cast by a 10th level cleric.Shield Aura (Su): Pers are continuously protected by a shield spell as if cast by a 10th level sorcerer.Evaluate Opponent (Su): Pers can as a standard action judge the approximate fighting prowess (levels, base attack bonus, rage abilities) of an adversary. This does not extend to spells and other non-combat abilities.Fear Immunity (Ex): Pers are fanatical warriors and fight to the death, ignoring fear effects or spells.Habitat/SocietyEven though they are servants of Law, pers have a sense of personality and self-conscience. They are spirits chosen by their patron dieties to guard portals that lead to important places.0EcologyA per interacts with its environment and plane mostly like other petitioners, striving to evolve to their conception of perfect before the eyes of their powers.
Planescape, Dungeons & Dragons, their logos, Wizards of the Coast, and the Wizards of the Coast logo are ©2008, Wizards of the Coast, a subsidiary of Hasbro Inc. and used with permission.