Dungeons and Dragons Hunefer 3.5 PBP RPG

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Hunefer

Hunefer

Medium Undead

Hit Dice:

50d12+3 (603 hp)

Initiative:

+16 (+12 Dex, +4 Improved Initiative)

Speed:

100 ft.

Armor Class:

52 (+12 Dex, +20 natural, +10 insight), touch 32, flat-footed 40

Base Attack/Grapple:

+25/+43

Attack:

Slam +44 (3d6+18/19-20 (+1d6 on critical hit) plus hunefer rot)

Full Attack:

2 slams +44 (3d6+18/19-20 (+1d6 on critical hit) plus hunefer rot)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Despair, hunefer rot, spell-like abilities

Special Qualities:

Blindsight 300 ft., damage reduction 10/-, fast healing 30, spell resistance 37, undead traits, fire vulnerability

Saves:

Fort +18, Ref +30, Will +41

Abilities:

Str 47, Dex 35, Con -, Int 18, Wis 38, Cha 36

Skills:

Concentration +66, Jump +46, Knowledge (religion, the planes) +57, Listen +67, Search +57, Sense Motive +67, Spellcraft +57, Spot +67

Feats:

Cleave, Combat Reflexes, Dodge, Combat Expertise, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Disarm, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Toughness, Weapon Focus (slam)

Epic Feats:

Devastating Critical (slam), Overwhelming Critical (slam), Spell Stowaway (greater teleport)

Environment:

Any

Organization:

Solitary, pair, or court (5-9)

Challenge Rating:

25

Treasure:

Standard

Alignment:

Always lawful evil

Advancement:

51-56 HD (Medium-size); 57-60 HD (Large); 61-66 HD (Huge); 67-70 HD (Gargantuan); 71+ HD (Colossal)

Hunefers speak all spoken languages, though it takes one 1d4 rounds to switch between languages.

Combat

Despair (Su): The mere sight of a hunefer requires viewers to succeed at a Will saving throw (DC 48) or be paralyzed with fear for 1d4 rounds. Regardless of the outcome of the save, a subject is not again vulnerable to that hunefer's despair ability for 24 hours. The DC is Charisma-based.

Hunefer Rot (Su): Supernatural disease-slam, Fort save (DC 35), incubation period instantaneous; Damage 1d6 temporary Con. Unlike normal diseases, hunefer rot requires a victim to make a successful saving throw every round or take another 1d6 points of temporary Constitution Damage. The rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. An afflicted creature that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe's equipment under the hunefer's command. (The mummy dust epic spell has statistics for an 18 HD mummy.)

Spell-Like Abilities: At will-chain lightning, displacement, haste, knock, greater dispel magic, passwall, scrying, greater teleport, true seeing, unholy aura, weird; 1/day-ruin (epic spell). Caster level 27th; save DC 23 + spell level. The DC is Charisma-based.

Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual dam-age, ability Damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive Damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.


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Tazskan, is saddened by the scale, of destruction here, and loss of life.

Tazskan, calls upon Amabalis, his pseudodragon to scout around from the air. Forming, a mile perimeter, from his position. On the lookout, for obvious signs of life. Dragon, or otherwise.

Although, not having any specific Ranger, or tracking ability, himself. But, on the pseudodragon's natural inherent hunting, blindsight, infravision, stealth and perception checks.

He also speaks to the eleven mage, in her native elven tongue.
"Rest assured, this vile act of terror, won't go unpunished. This reeks, of the Tiamat cult, following," he says.

"You, mentioned that rider, person, being trained by your people. In what magic arts, sorcery, witchcraft, are we referring to here,"? He says.

"Anything, you know will help us in both removing, this evil rider, and the dragon, in question," Tazskan adds, almost pleading with her.

Out of Character: Just a thought here, this dragon and its companion/rider are at an advantage in this Forrest. It may be prudent, for us to brainstorm, how we can draw the "Enemy" out into the open? Or a place, where we all have the advantage, perhaps the castle?

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