Page 49 - Serpent Kingdoms
P. 49

LIZARDS


                       Currently, there is growing uncertainty within the combined     Breath Weapon (Su): Once every 10 minutes, Chassan can
                     fi renewt tribe about Chassan’s ability to lead them because of   breathe fi re on an opponent within 5 feet. This attack deals 1d6
                     his status as a deathfl ame and his long-term plans, which he   points of fi re damage (Refl ex DC 11 half).
                     has failed to explain to them. Many of the fi ghters would like     Command  Undead  (Su): Chassan commands  undead as  a
                     to band together against him, but they have seen him in battle   6th-level evil cleric.
                     and doubt that they have the power to destroy him. Worse yet,     Poison Use (Ex): Chassan is skilled in the use of poison and
                     the clerics fully support Chassan, so his rivals cannot count on   never risks accidentally poisoning himself when applying poison
                     any magical support within the tribe.             to a blade.
                       Those opposed to Chassan have begun secretly enlisting help     Smite Good (Su): Chassan may attempt to smite good with
                     from outside the tribe, though doing so has not been easy. Most  one normal melee attack. He adds +1 to his attack roll and deals
                     races of Chult know about the brutality of the fi renewts and   8 extra points of damage. Smiting a creature that is not good
                     want nothing to do with them on any level. Others agree to   has no effect but uses up the ability for that day.
                     help, but require a price so high that only the tribe’s gold statue     Touch Attack: Chassan deals 1d8+1 points of damage plus 1
                     of Kossuth would be suffi cient to pay them.       point of Constitution damage with a successful touch attack. A
                       Chassan is aware of the plots against him, but he remains   successful DC 19 Will save halves the damage and negates the
                     unconcerned. He knows that he is supported by his clerics and   Constitution damage.
                     most of his army, and that he would stand a good chance of     Aura of Despair (Su): Chassan radiates a malign aura that
                     winning a battle against the entire tribe, if necessary. Chas-  causes every enemy within 10 feet of him to take a –2 morale
                     san would be happy to execute those who plot against him   penalty on all saving throws.
                     right now, but he has stayed his hand so far because he is sure     Aura of Evil (Ex): Chassan radiates a strong aura of evil.
                     that they will reveal themselves to the rest of the tribe soon     Dark Blessing: Chassan applies his Charisma bonus to all
                     enough. At that time, he can execute them without the risk of   saving throws (already fi gured into the statistics given above).
                     making them martyrs.                                Detect Good (Sp):  Chassan  can  use  detect good at  will as
                      Chassan: Male  fi renewt  deathfl ame  fi ghter  5/rogue  2/  the spell.
                     blackguard 8;  CR 19; Medium  undead (fi re, reptilian); HD     Fiendish Servant: Chassan does not presently have a fi endish
                     2d12 plus 5d12 plus 2d12 plus 8d12; hp 110; Init +2; Spd 20   servant.
                     ft.; AC 27, touch 12, fl at-footed 25; Base Atk +16; Grp +22;     Summon Mount (Su):  Chassan  can  summon  a  mount
                     Atk +22 melee touch (1d8+1 plus 1 Con, touch) or +27 melee     (typically a nightmare) with up to 8 HD.
                     (1d8+11 plus 1d6 fi re/19–20 plus 1d10 fi re, +5 fl aming burst     Turn Immunity (Ex): Chassan cannot be turned, though he
                     unholy longsword) or +23 ranged (1d8+5/×3, +5 longbow); Full   can be banished with a holy word as if he were an evil outsider.
                     Atk +22 melee touch (1d8+1 plus 1 Con, touch) or +27/+22/    Undead  Followers:  Chassan  has  34  Hit  Dice  worth  of
                     +17/+12  melee  (1d8+11  plus  1d6  fi re/19–20  plus  1d10  fi re,   skeletons, ghouls, ghasts, wights, and zombies as followers.
                     +5 fl aming burst unholy longsword) or +23/+18/+13/+8 ranged     Undead  Traits: Chassan is  immune to  mind-infl uencing
                     (1d8+5/×3, +5 longbow); SA abyssal blast, breath weapon (fi re),   effects, poison, sleep effects, paralysis, stunning, disease, death
                     command undead 4/day, poison use, smite good 2/day, sneak   effects, and any effect that requires a Fortitude save unless it
                     attack +3d6, touch attack; SQ  aura of  despair, aura  of evil,   also works on objects or is harmless. He is not subject to critical
                     damage reduction 15/magic, dark blessing, darkvision 60 ft.,   hits, nonlethal damage, ability damage to his physical ability
                     detect  good, evasion,  fi endish  servant,  immunities  (cold,  fi re,   scores, ability drain, energy drain, fatigue, exhaustion, or death
                     electricity, polymorph), spell resistance  27,  summon mount,   from massive damage. He cannot be raised, and resurrection
                     trapfi nding, turn immunity, undead followers, undead traits,   works only if he is willing. Darkvision 60 ft.
                     vulnerability to cold; AL NE; SV Fort +14, Ref +12, Will +10;     Blackguard  Spells  Prepared (3/2/2/1; save  DC 13  +  spell
                     Str 22, Dex 15, Con —, Int 12, Wis 16, Cha 13. Height 7 ft.;   level):  1st—cause  fear,  cure  light  wounds,  doom; 2nd—bull’s
                     Weight 185 lbs.                                   strength, darkness; 3rd—contagion, cure serious wounds; 4th—
                       Skills and Feats: Balance –2, Climb +13, Diplomacy +9, Dis-  infl ict critical wounds.
                     able Device +3, Heal +8, Hide +1, Intimidate +10, Knowledge     Possessions: +3 chainmail, heavy steel shield, +5 fl aming burst
                     (religion)  +9,  Listen  +5,  Move  Silently  +0,  Ride  +13;  Cleave,   unholy longsword, +5 longbow, 50 arrows.
                     Combat  Refl exes, Great Cleave, Improved  Sunder,  Iron Will,
                     Mounted Combat, Point Blank Shot, Power Attack, Precise Shot.
                       Abyssal Blast (Su): Once per day, Chassan can unleash el-
                     dritch fi re in a 20-foot-radius spread within a range of 1,080
                     feet. The blast deals 17d6 points of damage (half fi re and half
                     divine, Refl ex DC 19 half).






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             620_96566_SerpentKing32-53.indd   48                                                               5/12/04, 2:55:30 PM
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