Updated Grave Hunter

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Updated Grave Hunter

Grave Hunter
Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice:
12d8+132 (186 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft., Fly 30 ft. (Average)
AC: 21 (-1 Size, +1 Dex, +11 natural), touch 10, flat-footed 20
Base Attack/Grapple: +12/+20
Attack: Bite +22 (2d6+12 plus Poison)
Full Attack: Bite +22 (2d6+12 plus Poison) and 2 claws +17 (1d6+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, Poison
Special Qualities: Damage reduction 10/good and bludgeoning, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft.
Saves: Fort +13, Ref +11, Will +13
Abilities: Str 19, Dex 16, Con 21, Int 14, Wis 17, Cha 22
Skills: Concentration +17, Craft (alchemy) +14, Knowledge (acrana) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +15, Search +15, Sense Motive +15, Spellcraft +16, Spot +15
Feats: Ability Focus (Poison), Improved Natural Attack (Bite), Iron Will, Wingover
Environment: The Abyss (Thanatos)
Organization: Solitary, troupe (1 grave hunter, 2-8 Skulldugger***), or grave troupe (3 grave hunters, 6-24 Skulldugger***)
Challenge Rating: 13
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By character class
Level Adjustment: +10

A large skeletal humanoid with large bat wings is in front of you, it seams to give off the chill of undeath.

These demons are commonly created from the vilest of the souls of his skull kings. There vile soul being warped into this powerful demonic race. It is unknown what a skull lord needs to do to become one of orcuses favored demons. Though it is still a mystery how he found out to form Grave Hunter’s from there souls. Some sages do think that orcus found the way to do it when he was a floating shell in the astral. It is unknown if he learned anything else while in that hardly in existence stat. Though many do agree that it looks like he learned a lot more about how souls work when hardly no one cared for him.

Though some sages think that these demons draw there power from the layer itself when they are created. Though many think that demons are formed from the abyss some say the grave hunters have such a strong affinity for undead from there slight tie to the negative energy plane.

Orcus uses his Grave Hunter’s to marshal the Skulldugger’s that orcus has created for battle. While the Grave Hunter commonly just uses command undead to keep the undead creatures in line. The skullduggers would likely fallow the Grave Hunters commands anyway in any case. Grave hunters also keep a look

Combat
A Grave Hunter would rather fight at a distance then up close. They would rather send there undead troops then fight on their own.
Spell-Like abilities (Sp): At will-Chill of the Void* (DC 20), Control Undead (DC 23), False Life, greater teleport (self plus 50 pounds of objects only), Wall of Bones **; 3/day—Animate Dead, Deathwatch, Pain** (DC 20), Create Undead; 1/day—Create Greater Undead. Caster level 12th. The Save DCs are Charisma-based.
Poison (Ex): Injury, Fortitude DC 23, initial damage 2d8 Con and 2d4 Charisma, secondary damage 3d6 Con. The save DC is Constitution-based and includes the +2 bonus from the Ability Focus feat.
Summon Tanar’ri (Sp): Once per day, a Grave Hunter can attempt to summon another Grave Hunter with a 40% chance of Success.
Unholy Power (Su): A grave hunter adds its Charisma modifier as a luck bonus to its melee attack and damage roles.
Unholy Toughness (Ex): A grave hunter gains a bonus to its hit points equal to its Charisma modifier X its Hit Dice.
Skills: Grave Hunters have a +6 racial bonus on Listen and Spot checks.

* New spell see below.
** See Oriental Adventures or Complete Arcane for this spell.
***See the Book of Fiends for this creature.

New Spell

Chill of the Void
Evocation [Cold]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

A purple ray springs from your hand. You draw power from the void giving you the power to chill more then just one part of the flesh but all the flesh of the target. You must succeed at a ranged touch attack to strike the target. The target takes 1d4 points of cold damage per caster level (maximum 15d4) there is no save for this part of the spell. The target creature also takes 2 points of Constitution damage unless it makes a successful Fortitude saving throw.

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