Orasitzaal

Orasitzaal CR 8

XP 4800

NE Medium Outsider (Evil, Extraplanar)

Init +3; Senses Darksense, Darkvision 60ft; Perception +17

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DEFENSE

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AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)

hp 150 (12d10+84)

Fort +10, Ref +11, Will +12

Defensive Abilities Consistence of Darkness , Disruptive Presence

Immunities Aging, Paralysis, Sleep, Stun, Waters of Styx Resist Acid 10

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OFFENSE

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Speed 30 ft.

Melee scimitar +15/+10/+5 (1d6+3/18-20,x2)

Special Attacks Dark Seed (On Hit,DC 25)

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STATISTICS

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Str 16, Dex 16, Con 22, Int 20, Wis 14, Cha 14

Base Atk +12; CMB +15; CMD 28

Feats Ability Focus (Dark Seed), Bloody Vengeance, Combat Expertise, Improved Disarm, Iron Will, Toughness

Skills: Acrobatics +15, Bluff +17, Knowledge (arcana) +17, Knowledge (history) +17, Knowledge (local) +17, Knowledge (planes) +20, Knowledge (religion) +20, Perception +17, Sense Motive +17, Spellcraft +17, Use Magic Device +14

Languages Aklo

SQ Outsider Traits

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SPECIAL ABILITIES

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Dark Seed (Sp)

A Orasitzaal can bestow on an attack a dark seed, causing 3d6 untyped damage to the target if they do not pass the fortitude save against the DC25.Orasitzaal heals for the same amount of damage which he dealt and this ability continues to deal damage until it is removed with DC 30 Heal or Spellcraft check as a move action.

Consistence of Darkness(Ex)

Orasitzaal is made out of materialized darkness which is in consistent. This creatures can use a move action to deconstruct into air and move with this his movementspeed without provoking. An attack after on this turn deals additional 4d6 cold damage and the DC for abilities which use the darkness descriptor are 2 higer. Orasitzaal can use this ability 11 times per day.

Disruptive Presence (Su)

A Orasitzaal is surrounded by an aura which disruptes peoples ability to cast spells. It is always Concetration needed against 16+spell level.

Outsider Traits

An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.

-Darkvision 60 feet.

-Unlike most living creatures, an outsider does not have a dual nature?its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.

-Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Darksense (Ex)

A Orasitzaal gains 'True Seeing' in dim light and darkness. Regardless of light conditions, they can detect living creatures and their health within 60 feet, as 'Blindsense' with 'Deathwatch' continuously active. Mind Blank and Nondetection prevent the Blindsense and Deathwatch effect, but not the true seeing.

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ECOLOGY

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Environment: Idor

Organization: solo

Treasure: double

This is a creature which serves Medius and it evolves in the dark mists of the Shadow mountain while feasting on the waters of Styx. It is a creature of extraordinary strenght, a strong will and many twisted ways. It is known to use his hard to remove and resist Seeds to force people to work with him or face death.