Fiendish Bokiin Berserker (3.5e Creature)

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Fiendish Bokiin, 4th-level Barbarian Fiendish Bokiin, 4th-level Barbarian (Raging)
Size/Type: Medium Humanoid (Extraplanar) Medium Humanoid (Extraplanar)
Hit Dice: 4d12 (36 hp) 4d12 (44 hp)
Initiative: +2 +2
Speed: 40 ft (8 squares) 40 ft (8 squares)
Armor Class: 17 (+2 Dex, +1 Natural Armor, +4 Chain Shirt), touch 13, flat-footed 15 or 17 (See Uncanny Dodge) 15 (+2 Dex, +1 Natural Armor, +4 Chain Shirt, -2 Raging), touch 11, flat-footed 13 or 15 (See Uncanny Dodge)
Base Attack/Grapple: +4/+8 +4/+10
Attack: Large Masterworked Sledgehammer +7 Melee (3d8+6/×3) or Javelin +3 Ranged (1d6/×2) Large Masterworked Sledgehammer +9 Melee (3d8+9/×3) or Javelin +3 Ranged (1d6/×2)
Full Attack: Large Masterworked Sledgehammer +7 Melee (3d8+6/×3) or Javelin +3 Ranged (1d6/×2) Large Masterworked Sledgehammer +9 Melee (3d8+9/×3) or Javelin +3 Ranged (1d6/×2)
Space/Reach: 5 ft/5 ft 5 ft/5 ft
Special Attacks: Shatterspray, Smite Good (Su) Shatterspray, Smite Good (Su)
Special Qualities: Damage Redusction 5/magic, Resistance to Cold and Fire 5, Spell Resistance 9, Darkvision 60 ft, Call of Battle, immune to Petrification and paralysis, Ease of Movement, Fast movement, illiteracy, rage 2/day, Uncanny dodge, Trap sense +1 Damage Redusction 5/magic, Resistance to Cold and Fire 5, Spell Resistance 9, Darkvision 60 ft, Call of Battle, immune to Petrification and paralysis, Ease of Movement, Fast movement, illiteracy, rage 2/day, Uncanny dodge, Trap sense +1
Saves: Fort +6, Ref +3, Will +0 Fort +8, Ref +3, Will +2
Abilities: Str 18, Dex 14, Con 16, Int 8, Wis 8, Cha 9 Str 22, Dex 14, Con 20, Int 8, Wis 8, Cha 9
Skills: Balance +0, Climb +3, Escape Artist +0, Hide +0, Intimidation +8, Jump +9, Listen +4, Move Silently +0, Sleight of Hand +0, Swim +0, Tumble +0 Balance +0, Climb +5, Escape Artist +0, Hide +0, Intimidation +8, Jump +11, Listen +4, Move Silently +0, Sleight of Hand +0, Swim +2, Tumble +0
Feats: Exotic Weapon Proficiency (Sledgehammer), Monkey Grip Exotic Weapon Proficiency (Sledgehammer), Monkey Grip
Environment: Acheron Acheron
Organization: Squad (1 plus 6–11 Bokiin Soldiers and 2 Bokiin Sergeants) Squad (1 plus 6–11 Bokiin Soldiers and 2 Bokiin Sergeants)
Challenge Rating: 5 5
Treasure: Amulet of Health +2, Large Masterworked Sledgehammer, 5 Javelins Amulet of Health +2, Large Masterworked Sledgehammer, 5 Javelins
Alignment: Usually Lawful Evil Usually Lawful Evil
Advancement: By Character Class By Character Class
Level Adjustment: As base +2 As base +2
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More information...

Before you lies a large, bulky, dark skinned human-like beast with reddish tattoos covering every inch of his body. He is carrying a sledgehammer much larger than what would be expected of his size. As his eyes swivel around your party they come to rest on the paladin. As soon as he sees this paladin he snarls, his eyes turn dark red, his face contorts, as he lets out a terrible battle cry and charges. You can tell he wants this good being dead.

Fiendish Bokiin berserkers are lawful evil creatures from Acheron. They are generally very stoic and only feel for one thing — battle. However when they enter battle they generally become larger than life as their fury and their hate for good overwhelms their common sense.

Fiendish Bokiin berserkers are generally larger than humans, standing about 6 and a half feet tall and weighing about 220 pounds.

The fiendish Bokiin berserkers presented here had the following ability scores before racial adjustments and Hit Dice ability score increases: Str 15, Dex 12, Con 14, Int 8, Wis 10, Cha 13.

Fiendish Bokiin berserkers speak common.

Combat

Fiendish Bokiin berserkers will normally attack anyone that they see as a threat. If they see a fight that is in progress, they will rush in and join (see Call of Battle) especially if it appears that any good-aligned people are fighting. Fiendish Bokiin berserkers see killing all good things as their duty and will not hesitate to ask questions after the battle is won.

Fiendish Bokiin berserkers will typically become enraged and run into the fray to engage in melee battle. They care more for battle than for their well-being and will never run or surrender in a fight. Once in battle they will either use Shatterspray, Smite Good, or try to intimidate an opponent first. Typically once they have used Shatterspray or Smite Good, they will begin to smash their opponents into the ground with their large sledgehammer. Even though fiendish Bokiin berserkers carry javelins they rarely use them.

Shatterspray: A fiendish Bokiin berserker can summon forth a spray of debris from their home world, no one knows how they learned this technique, but it is certainly a sight to behold. Once a day as a full-round action a fiendish Bokiin berserkers can summon forth debris. This debris deals 1d10 points of damage to anyone hit by it. They debris can be manifested in one of two ways: either it hits all opponents in adjacent squares (and the fiendish Bokiin berserkers square, but it does not harm the fiendish Bokiin berserker) or in a 15ft. cone expelled in a chosen direction. A character can make a Reflex save (DC 14 or DC 16 (raging)) for half damage.

Smite Good (Su): Once per day the fiendish Bokiin berserker can make a normal melee attack to deal +4 extra damage against a good foe.

Bokiins as Characters

See Bokiin (3.5e Race) for information on Bokkins as characters. Other than their physical enhancements reflected in game terms by elite statistics, fiendish Bokiin berserkers have the same racial abilities as their ordinary kin.



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