Harbinger of Eliphas (3.5e NPC)
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Size/Type: | Medium Outsider (Evil, Lawful Evil) |
---|---|
Hit Dice: | 14d8+74 (145 hp) |
Initiative: | +8 (+4 Dex, +4 Improved Initiative) |
Speed: | 100 ft. |
Armor Class: | 42, touch 19, flat-footed 37 |
Base Attack/Grapple: | +17/+28 |
Attack: | Masterwork adamantine Vorpal longsword +22 (1d8+8/19-20), slam +30 melee (2d8+13) |
Full Attack: | Masterwork adamantine Vorpal longsword +22/+17 (1d8+8/19-20), slam +30 melee (2d8+13) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Spell-like abilities |
Special Qualities: | Darkvision 60 ft., low-light vision, immunity to shadow, cold, and petrification, fear aura, regeneration 15, resistance to holy 10 and fire 10, spell resistance 32, tongues Aura of Terror, Hellfire Gaze, Flames of Damnation, Demagogue. |
Saves: | Fort +17, Ref +14, Will +12 |
Abilities: | Str 17, Dex 20, Con 17, Int 18, Wis 16, Cha 21 |
Skills: | Balance +14, Diplomacy +16, Intimidate +17, Knowledge (the planes) +11, Knowledge Religion +11 Listen +12, Sense Motive +17, Spot +16 |
Feats: | Cleave, Improved Initiative, Intuitive Attack*, Power Attack, Weapon Finesse, Weapon Focus (longsword) |
Environment: | The Nine Hells of Baator |
Organization: | Solitary or retinue (2-10) |
Challenge Rating: | 19 |
Treasure: | No coins; standard; 1 masterwork adamantine vorpal longsword, Book of Eliphas |
Alignment: | Always lawful evil |
Advancement: | 15-20 HD (Medium); 21-42 (Large) |
Level Adjustment: | __ |
Other NPC Information
The Harbingers of Eliphas are terrible indeed, appearing as men with eyes of purest hellfire and swords of black adamantine. They are more terrible than their form would otherwise indicate, armed with eldritch powers gifted unto them by their dark lord. They are terrible to behold, reading from the Book of Eliphas as they fight, bestowed with insane fanaticism and courage beyond mortal power. They fight till death takes them, such is their insanity and terrible faith.
Harbingers charge into the thickest of the foe, hacking them to pieces with their swords, filled with insane courage and fanaticism. They also use their demagogical abilities to turn enemies into allies in the midst of the fray.
Fear Aura (Su): All Harbingers have a Fear Aura. Turning this Aura on or off is a free action. A creature in the area must succeed on a DC 25 Will save or be affected as though by a fear spell (caster level 19th). A creature that successfully saves cannot be affected again by the same Reaper's aura for 24 hours. Other fiends are immune to the aura. The save DC is Charisma-based.
Hellfire Gaze (Su): The Harbinger may choose to make this attack on any creature it can see. The creature must succeed on DC 25 a Fortitude Save or take 30d6 Fire damage. This damage affects even creatures normally immune to fire.
Flames of Damnation(Su): The Harbinger may choose to unleash the Flames of Damnation on any creature it can see. The creature must succeed on a DC 25 Will Save or take 100d6 Fire damage. Anybody who dies from this can only be ressurrected by True Resurrection or Wish, as the corpse is completely destroyed by the flames.
Aura of Terror (Su): All Harbingers have an Aura of Terror on them. Turning this aura on or off is a free action, but they may not have it on during the same time as they have their Fear Aura on. When the Aura of Doom is on, any none-Evil subject within 60 feet must take a Will save at DC 30 every round or they are trapped in helpless terror at the Harbinger and are unable to do anything that round.
Demagogue (Ex): Any none-evil subject within 50 feet of the Harbinger must succeed on a DC 25 Will save or turn evil. They are treated as helpless until the Harbinger leaves, at which point their alignment permanently changes to a corresponding form of evil (chaotic, lawful, neutral). They may turn this ability on or off as a free action.
Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only), Burning Hands, Slay Living , blink; 1/day— Inflict Critical wounds, finger of death, True Resurrection, Fireball. Caster level 21st. The save DCs are Will-based.
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