Death-Avatar

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Avatar of Death (summoned by the Ring of the Skull)

XP 4,800

LN(E) Large undead (lawful) mystic

Init +0; Senses darkvision 60 ft., blindsense 60 ft (scent).; Perception +16

EAC 19; KAC 20

Fort +7; Ref +7; Will +11

DR 1/chaotic; Immunities Undead immunities

DEFENCE

CR 8

HP 105

OFFENCE

Speed 15 ft., fly 30 ft. (average)

Melee finger +15 (1d8+8 C; critical con drain)

Ranged black spark +13 (1d10+8 C; critical stunned)

Space 10 ft.; Reach 10 ft.

Mystic Spells Known (CL 8th; ranged +13)

3rd (3/day) - Bestow Curse (DC 20), Fear (Level 3) (DC 20)

2nd (6/day) - Command Undead (DC 19), Inflict Pain (DC 19), Mystic Cure (Level 2) (DC 19), Zone of Truth (DC 19)

1st (at will) - Reflecting Armor (DC 18), Wisp Ally

TACTICS

This is a simple servant, usually summoned for killing

STATISTICS

Str +2; Dex +0; Con +4; Int +0; Wis +6; Cha +2

Skills Culture +16, Intimidate +21, Mysticism +21, Sense Motive +21; Survival +15

Languages Aklo, Eoxian, Infernal

Other abilities unliving

Gear none, it slowly dissolves all soft matter, such as flesh, plastic, leather, cloth. Perhaps a weapon crystal or aeon stone.

ECOLOGY

Singular hunter or assassin. It can follow tracks and also find quarry if presented with sample (clothing, hair, fingernails, etc)

It can use Survival to either find tracks or follow tracks found for 1-6 miles or until they become too difficult to follow, whichever occurs first.

DCs for this skill are cut in half for this creature.

NOTE When the creature isn't on its home plane, it gains the extraplanar subtype.

When summoned for combat, it stays 12 rounds. When summoned for tasks, it stays 12 minutes per level. When summoned for hunting, it stays D12 hours per level.

MYSTIC ABILITIES

Resolve points 5

Mystic abilities mindlink. Detect Thoughts, Retrocognition.

Mystic special rules Empathic (used for finding prey)

When summoned, somthing has to die. Either the target, the caster, a friend, a bystander. The ooze does not care what, but one must.

SPECIAL ABILITIES

Aura (Ex Sp Or Su) always radiates Fear ; Frighten multiple creatures of CR 4 or lower for 1 minute. It can eve frighten things over CR4, but they only fail on a Natural 1.

Unless an aura says otherwise, a target is affected by an aura automatically with no action required on the creature's part whenever the target is within the aura's listed range (either when the target enters the aura on its turn or when it begins its turn in the aura, whichever comes first). If the aura deals damage, it damages a target only the first time the target is in the aura each round, regardless of how many times within the round the target enters and leaves the aura. A creature can suppress its aura for 1 round as a move action unless noted otherwise.

Energy Drain (Su) A successful energy drain attack inflicts one or more negative levels (as described in the ability). If an attack that includes an energy drain scores a critical hit, it inflicts twice the listed number of negative levels. Unless otherwise specified in the draining creature's description, it gains 5 temporary Hit Points for each negative level it inflicts on an opponent. These temporary Hit Points last for a maximum of 1 hour. Negative levels from energy drain remain until 24 hours have passed or until they are removed with magic or technology. If a negative level isn't removed before 24 hours have passed, the affected target must attempt a Fortitude saving throw (the exact DC is given in the creature's stat block). On a success, the negative level goes away. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

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