Pypoisenagko

@@@@@@@@@@@@@@@ Name poop snake Pypoisenagko Naga, Spirit Half-celestial/Augment Summoned CR 17 XP 102400

Lawful Evil Large Aberration (Animal) Native Subtype Sorcerer level 5 (skill points 35) Serpentine (Stormborn )

Init +7; Senses Darkvision 60, Darkvision 60; Perception +23

DEFENSE Guards the Harbor at Lilywhite (border port) against chaos and orks (geas)

AC 26, Touch 16, flat footed 19 ( No Armour, Shield, none)

(+7 Dex, +10 Natural, -1 size)

hp 205 (10d8+5d6+135+5);

Fort +13, Ref +13, Will +15 (ROP: add 5 more) Aquatic

Damage reduction 10/magic, Immunity to Disease, Resistance to acid/cold/electricity 10, Resistance to Poison +4 save,

Spell Resistance 12 + CR

OFFENSE

Speed 10, fly 80ft., Flight Can fly at twice land speed SWIM 75 Melee

Single Attack Bite +15 (2d6+7)

or Spit +15 (0)

Full Attack

Bite +15 (2d6+7)

Tail Slap +10 (1d8+3)

or Spit +15 (0) range 60

Space 10ft.; Reach 5

Special Attacks

Smite Evil 1/day add damage = HD,

Charming gaze DC(25) As Charm person 30ft +2 to DC(ability focus),

Poison DC(26) 1d4 Con, freq 1/round for 6 rounds, cure 1 save,

Sorcerer 7

Bloodline Stormborn Whenever you cast a spell with the [electricity] or [sonic] descriptor, increase the save DC by 1.

Thunderstaff -1 (Sp) At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Spell-like Abilities

Spell-like Abilities (CHR) 0th DC(18) Detect alignment Spell-like Abilities (CHR) 1st DC(19) Pro. Circle 3/day, Bless

Spell-like Abilities (CHR) 2nd DC(20) Aid Spell-like Abilities (CHR) 3rd DC(21) Remove Disease

Spell-like Abilities (CHR) 4th DC(22) Cure ser. wounds Spell-like Abilities (CHR) 4th DC(22) Arcane smite

Spell-like Abilities (CHR) 5th DC(23) Dispel Aura Spell-like Abilities (CHR) 5th DC(23) Hallow

Spell-like Abilities (CHR) 7th DC(25) Arcane word Spell-like Abilities (CHR) 8th DC(26) Arcane Aura 3/day

Spell-like Abilities (CHR) 8th DC(26) Mass charm monster Other Spells As a 7th level Sorcerer (Know Kin, Detect Lie)

Spells Known: below All his spells work fine in or under water.

STATISTICS

Str 24, Dex 24, Con 29, Int 20, Wis 19, Cha 26

Base Attack 9 CMB 17 ; CMD 34

Feats

Ability Focus: +2 saving throw DC against a special attack, Combat Casting: +4 Concentration checks for Defensive casting,

Eschew Materials: Cast spells without material components, Improved Sunder: +2 to Sunder CM and CMD; No attacks of opportunity,

Simple Weapon Proficiency, Lightning Reflexes: +2 reflex saves,

Skill Focus (Perception): +3 perception, Stealthy: +2 Escape Artist +2 Stealth

Eyes of Judgment: When using your detect alignment class feature, you may spend 3 rounds studying a creature within 60 feet. You cannot take any other actions while doing this. After that time has passed, you learn the alignment of the creature.,

Reach Spell: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long.

Aquatic Spell ; Aquatic Ancestry ; Aquatic Combatant ; Aquatic Advantage

Skills Appraise 12, Bluff 24, Diplomacy 24, Escape Artist 27, Fly 20, Intimidate 14, Know Arcana 18, Know Nature 11,

Perception 23, Spellcraft 21, Stealth 17, Swim 21, Use Magic Device 14

Languages Abysmal, Common, Aklo, Ancient

ECOLOGY

Environment Temperate marshes Organization Solitary, Nest 2-4 Treasure Standard

SPECIAL ABILITIES

Eschew Materials Gives feat

Stormchild -1 (Ex) At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe

Native Subtype:This subtype is applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. creatures with this subtype are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep.

MAGIC ITEMS (max value

Sorcerer Spells

CL 12 Concentration 20

Level 0 (6) DC 18

Acid Splash(Conjuration)[Creation Acid ] X 9

V,S rng: Close 25ft + 5ft/2 levels CT: Dur: Instantaneous

SV None Area: One missile of acid Book: CRB

Description: Orb deals 1d3 acid damage.

Level 1 (8) DC 19

Shocking Grasp(Evocation)[Electricity ] X 1

V,S rng: Touch CT: Dur: Instantaneous

SV None Area: Creature or object of up to 1 cu.ft./level touched Book: CRB

Description: Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal

Level 2 (8) DC 20

Aboleths Lung(Transmutation)[Compulsion Mind-affecting sonic ] X 5

V, S, M/DF (piece of seaweed) rng: touch CT: Dur: 1 hour/level; see text

SV Will negates Area: living creatures touched Book: Advanced Race Guide

Description: The targets are able to breathe water, freely. However, they can no longer breathe air. Divide the duration evenly among all the creatures you touch. This spell has no effect on creatures that can already breathe water.

Gust of Wind(Evocation)[Air ] X 1

V,S rng: 60ft CT: Dur: 1 round

SV Fortitude negates Area: Line-shaped gust of severe wind emanating out from you to the extreme of the range Book: CRB

Description: This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Fly skill checks.

Level 3 (8) DC 21

Ablative Barrier(Conjuration)[Creation Force ] X 4

V, S, M (a piece of metal cut rng: Touch CT: Dur: 1 hour/level or until discharged

SV Will negates (harmless) Area: creature touched Book: UM

Description: Invisible layers of solid force surround and protect the target, granting that target a +2 armor bonus to AC. Additionally, the first 5 points of lethal damage the target takes from each attack are converted into nonlethal damage. Against attacks that already deal nonlethal damage, the target gains DR 5/—. Once this spell has converted 5 points of damage to nonlethal damage per caster level (maximum 50 points), the spell is discharged.

Level 4 (8) DC 22

Absorbing Inhalation(Transmutation)[Air Earth fire ] X 3

V, S rng: Close 25ft + 5ft/2 levels CT: Dur: 1 round/level; see text

SV see text Area: one cloud-like effect, up to one 10-ft. cube/level Book: Advanced Race Guide

Description: You grant your lungs inhuman strength and capacity, allowing you to harmlessly and completely inhale one gas, fog, smoke, mist, or similar cloud-like effect. If the targeted cloud is a magical effect, you must succeed at a caster level check (DC 11 + the effects caster level) to inhale it. Inhaling the cloud removes it from the area, leaving normal air in its place. If the cloud is too large for you to affect with a single casting of this spell, you may instead inhale a portion of the cloud, but you must inhale the portion of the cloud closest to you. This spell has no effect on gaseous creatures. It can only affect an instantaneous-duration cloud (such as a breath weapon) if you ready an action to cast the spell in response. While inhaled, the cloud does not harm you. You may keep the cloud harmlessly contained within you for up to 1 round per level, but you must hold your breath to do so (even if you do not normally have to breathe). If the cloud has a duration, the time the cloud is contained within you counts toward that duration. As a standard action, you may release the stored cloud as a breath weapon, filling a 60-foot cone (or the clouds original area, if smaller than a 60-foot cone). Any creature in the breaths area is subject to its normal effects, making saving throws and spell resistance checks as appropriate against the clouds original DC. The exhaled cloud resumes its duration, if any. Exhaling the stored cloud ends this spell. If you do not exhale the cloud before this spells duration expires, you suffer the clouds effects and automatically fail any saving throw to resist it.

Level 5 (6) DC 23

Absorb Toxicity(Necromancy)[Cold Darkness lawful mind-affecting] X 2

V, S, M (a thorn from a poisonous plant) rng: personal CT: Dur: 10 minutes/level or until discharged

SV see text Area: you Book: Ultimate Combat

Description: You absorb the toxicity of your surroundings, becoming toxic as a result. While under the effect of this spell, you are immune to diseases and poisons with which you come into contact. When you are exposed to a disease or poison, you can choose to absorb it. Doing so ends the immunity due to this spell to any disease and poison other than the one you absorbed. You remain immune to the new affliction until this spell ends. Casting absorb toxicity on yourself a second time does not allow you to absorb a second toxin, but instead resets the duration of the effect to its full 10 minutes/level. While you have a disease or poison absorbed, you can use a melee touch attack to transfer that affliction to another creature. A missed attack does not discharge the spell, and you can try to transfer the affliction again in subsequent rounds. If you hit, this spell is discharged, and your target must make a saving throw against the transferred affliction (DC equal to this spells save DC or the afflictions save DC, whichever is higher) or suffer its effect or initial effect immediately. The target then continues to suffer from the afflictions normal effects. If the spells duration expires before you have transferred the affliction, you are exposed to any absorbed poison or disease as if you had transferred it to yourself, but you gain a +2 bonus on saves against that particular instance of the poison or disease.

Level 6 (4) DC 24

Acid Fog(Conjuration)[Creation Acid ] X 1

V,S,M/DF rng: Medium 100ft + 10ft / level CT: Dur: 1 round/level

SV None Area: Fog spreads in 20-ft. radius, 20 ft.high Book:

Description: Acid fog creates a billowing mass of misty vapors like the solid fog spell. In addition to slowing down creatures and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, s

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