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Flame of Darkness
  Large Undead (Fire, Evil, Extraplanar)
Hit Dice: 20d12+200 (330 hp)
Initiative: +11
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 45 (–1 size, +7 Dex, +19 natural, +10 insight), touch 26, flat-footed 38
Base Attack/Grapple: +20/+36
Attack: +1 vorpal longsword +33 melee (2d6+8/19–20)
Full Attack: +1 vorpal longsword +31/+26/+21/+16 melee (2d6+8/19–20) and +1 flaming whip +30/+25 melee (1d4+4 plus 1d6 fire plus entangle); or 2 slams +31 melee (1d10+7)
Space/Reach: 10 ft./10 ft. (20 ft. with +1 flaming whip)
Special Attacks: Constitution dran, death throes, entangle, spell-like abilities, summon undead, vorpal sword
Special Qualities: Damage reduction 10/epic, silver and good, dark grace, darkness weapons, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 32, telepathy 100 ft., true seeing, turn resistance +6, undead traits, unholy toughness, unnatural aura
Saves: Fort +22, Ref +29, Will +30
Abilities: Str 35, Dex 25, Con –, Int 26, Wis 26, Cha 30
Skills: Bluff +32, Concentration +23, Diplomacy +37, Disguise +10 (+12 acting), Hide +26, Intimidate +35, Knowledge (Planes and Religion) +31, Listen +39, Move Silently +30, Search +31, Sense Motive +31, Spellcraft +31 (+33 scrolls), Spot +33, Survival +8 (+10 following tracks), Use Magic Device +33 (+35 scrolls)
Feats: Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (blasphemy), Two-Weapon Fighting, Weapon Focus (longsword)
Environment: A chaotic evil-aligned plane
Organization: Solitary
Challenge Rating: 21
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic evil
Advancement: 21–30 HD (Large); 31–60 HD (Huge)
Level Adjustment: +11

A Flame of Darkness stands about 12 feet tall. Its skin is usually dark red. It weighs about 2.000 pounds. It looks like a rotten balor with gleaming red eyes. Most of the flesh is rotten away, but the creature is still burning, even within.

Combat

Flames of Darkness love to join battle armed with their swords and whips. If they face stiff resistance, they may teleport away to loose a few spell-like effects at the foe.

A Flame of Darkness’s +1 flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage.

A Flame of Darkness’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

  • Constitution Drain (Su): When the Flame of Darkness hits a living opponent with a touch attack or its darkness weapons the opponent takes 2 points of permanent Constitution drain, or 4 points on a critical hit. The Flame of Darkness heals 5 points of damage, or 10 points on a critical hit, whenever it drains Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. The attack allows a Fortitude save (DC 30). The DC is Charisma-based.
  • Dark Grace (Su): A Flame of Darkness applies his Charisma modifier as a bonus on all saving throws and as an insight bonus to his armor class.
  • Death Throes (Ex):When killed, a Flame of Darkness explodes in a blinding flash of light that deals 100 points of damage and 5d4 negative levels to anything within 100 feet (Reflex DC 30 half ). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.
  • Entangle (Ex): A Flame of Darkness’s +1 flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the Flame of Darkness immediately make opposed Strength checks; if the Flame of Darkness wins, it drags the target against its flaming body (see below). The target remains anchored against the Flame of Darkness’s body until it escapes the whip.
  • Lifesense (Su): A Flame of Darkness notices and locates living creatures within 100 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
  • Spell-Like Abilities: At will— animate dead, blasphemy (DC 27), create greater undead, create undead, desecrate, dominate monster (DC 29), greater dispel magic, greater teleport (self plus 50 pounds of objects only), power word stun, telekinesis (DC 25), unholy aura (DC 28); 1/day—finger of death (DC 27), fire storm (DC 28), wail of the banshee (DC 29). Caster level 20th. The save DCs are Charisma-based.
  • Darkness Weapons (Su): Every Flame of darkness carries a +1 vorpal longsword and a +1 flaming whip that look like dark flames and that it manifests from its own undead essence. When not in combat, the weapons simply do not exist, but Flames of Darkness can “draw” their weapons from nowhere as a free action.
  • Summon Undead (Sp): Once per day a Flame of Darkness can automatically summon 1d4 nightwalker. This ability is the equivalent of a 9th-level spell.
  • Flaming Body (Su): The body of a Flame of Darkness is wreathed in dark flames. Anyone grappling a Flame of Darkness takes 6d6 points of fire damage each round.
  • True Seeing (Su): Flames of Darkness have a continuous true seeing ability, as the spell (caster level 20th).
  • Unholy Toughness (Ex): A Flame of Darkness gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice. Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a Flame of Darkness at a distance of 60 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
  • Skills: Flames of Darkness have a +8 racial bonus on Listen and Spot checks
  • 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 damage, 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.

© André Himstedt