Zer'ol Ig'ht the Malevolent
Male Half-Fiend Wraith Mind Flayer Aberration 8 / Rogue 2
Lawful Evil
Strength --- [incorporeal]
Dexterity 30 (+10)
Constitution --- [undead]
Intelligence 28 (+9)
Wisdom 24 (+7)
Charisma 26 (+
Size: Medium
Height: 5' 3"
Weight: 210 lb
Skin: Pale
Eyes: Gray
Hair: None
Total Hit Points: 45
Speed: 30 feet
Armor Class: 30 = 10 +4 [chain shirt] +4 [dexterity in armor] +3 [mind flayer] +1 [Half-Fiend] +8 [Wraith Charisma]
Touch AC: 14
Flat-footed: 17
Initiative modifier: +10 = +10 [dexterity]
Fortitude save: +2 = 2 [base] +0 [constitution]
Reflex save: +15 = 5 [base] +10 [dexterity]
Will save: +13 = 6 [base] +7 [wisdom]
Attack (handheld): +7/+5 = 7 [base] +0 [strength]
Attack (unarmed): +7/+5 = 7 [base] +0 [strength]
Attack (missile): +12/+7 = 7 [base] +5 [dexterity]
Grapple check: +7/+5 = 7 [base] +0 [strength]
Light load: 133 lb. or less
Medium load: 134-266 lb.
Heavy load: 267-400 lb.
Lift over head: 400 lb.
Lift off ground: 800 lb.
Push or drag: 2000 lb.
Languages: Abyssal Common Illithid (Mind Flayer) Thri-Kreen Elven Infernal Sylvan Undercommon
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Punching Dagger [1d4, crit x3, 1 lb., light, piercing or slashing]
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
Chain shirt [light; +4 AC; max dex +4; check penalty -2; 25 lb.]
Feats:
Nimble Fingers
Skill Focus (Forgery)
Skill Focus (Open Lock)
Skill Focus (Use Psi Device)
Traits:
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 17 =
+9
+8
Balance Dex* 18 =
+10
+8
Bluff Cha 16 =
+8
+8
Climb Str* 0 = +0
Concentration CHA 8 =
+8
Craft(Evil Plot) Int 9 =
+9
Craft(Villainous Lair) Int 9 =
+9
Craft(Evil Weapon/Armor) Int 9 =
+9
Diplomacy Cha 12 =
+8
+2 [bluff] +2 [sense motive]
Disable Device Int 19 =
+9
+8 +2 [nimble fingers]
Disguise Cha 8 =
+8
Escape Artist Dex* 10 =
+10
Forgery Int 12 =
+9
+3 [skill focus]
Gather Information Cha 8 =
+8
Heal Wis 7 =
+7
Hide Dex* 10 =
+10
Intimidate Cha 10 =
+8
+2 [bluff]
Jump Str* 0 =
+0
Listen Wis 15 =
+7
+8
Move Silently Dex* 23 =
+10
+13
Open Lock Dex 23 =
+10
+8 +2 [nimble fingers] +3 [skill focus]
Perform(Ranting Monologue) Cha 8 =
+8
Perform(Evil Schemes) Cha 8 =
+8
Perform(Evil Laugh) Cha 8 =
+8
Perform(Villainous Acts) Cha 8 =
+8
Perform(Devour Brains) Cha 8 =
+8
Ride Dex 20 =
+10
Search Int 9 =
+9
Sense Motive Wis 15 =
+7
+8
Spot Wis 15 =
+7
+8
Survival Wis 11 =
+7
+4
Swim Str** 0 =
+0
Use Rope Dex 10 =
+10
Knowledge
(psionics) Int 19 =
+9
+10
Use
psi device Cha 19 =
+8
+8 +3 [skill focus]
* = check penalty for wearing armor
Bluff >=5 ranks gives +2 on disguise checks to act in character.
Use Psionic Device >=5 ranks gives +2 to talk to psionic stones.
Mind Flayer:
+2 strength, +4 dexterity, +2 constitution, +8 intelligence, +6 wisdom, +6 charisma (already included)
Darkvision 60 feet
Level adjustment +7
2 tentacles (1d4)
Mind blast
Psionics
Improved grab (if hit large or smaller creature, may try to start grapple without provoking attack of opportunity); extract brain
Spell resistance 25+class level
Telepathy 100 feet
First eight levels are as aberration. For psionic campaigns, in whicn mind-flayers manifest as ninth-level psions, I gave psion-class points as if the mind-flayer had psion levels equal to one plus the monster levels.
Wraith:
Undead with d12; usual undead traits, incorporeal
+6 dexterity, +4 intelligence, +4 wisdom, +4 charisma, no constitution, no strength.
Level adjustment
Usually lawful evil, but there could be exceptions.
Free improved initiative feat
Physical damage (1 diminutive, 1s3 tiny, 1d3 small, 1d4 medium, 1d6 large, 1d8 huge, 2d6 gargantuan, 2d8 colossal)
Create spawn; any humanoid slain rises in 1d4 rounds as a wraith
Turn resistance +2
Constitution drain 1d6 on each touch
Powerless in the sunlight
Half-Fiend Template:
+4 strength, +4 dexterity, +2 constitution, +4 intelligence, +2 charisma
Outsider (native)
Bat wings allow flying at double the base speed
Darkvision to 60 feet
Spells
Immune to poison
Spell resistance 10+HD (maximum 35)
Damage reduction
Acid, cold, electricity, and fire resistance 10
Claw and bite attacks
+4 effective character level
Rogue:
Sneak Attack +1d6
Trapfinding
Evasion (level 2)
Trap Sense (level 3)
Uncanny Dodge (level 4)
Improved Uncanny Dodge (level
Special Abilities (choices begin at 10th level)
Class HP rolled
Level 1: Aberration 8
Level 2: Aberration 2
Level 3: Aberration 4
Level 4: Aberration 4 +1 to constitution
Level 5: Aberration 6
Level 6: Aberration 4
Level 7: Aberration 4
Level 8: Aberration 7 +1 to dexterity
Level 9: Rogue 4
Level 10: Rogue 2
72 Power Points/Day:
72
[psion]
Zer'ol Ig'ht's Equipment:
32 lb Weapons / Armor / Shield (from above)
1 lb Crossbow bolts (quiver of 10) x1
3 lb Arrows (quiver of 20) x1
5 lb Crowbar
8 lb Disguise kit
1 lb Holy symbol (silver)
1 lb Thieves' tools
_____
51 lb Total
More about Zer'ol Ig'ht:
Zer'ol was once your average Ilithid. He ate brains, kidnapped villagers, monologued less-than-sanely, y'know, the sort of thing any member of a Always-Lawful-Evil race would do. Then he got killed, quite painfully, in battle with a group of adventurers who weren't really that happy about the whole kidnap-villagers thing and were far too uncultured to appreciate a good monologue. Like most Ilithids, he found himself in Hell after death, most specifically the level where some of the more powerful Devils resided. He...Was not one of these, no, but he was able to make a deal with one of the lesser, though still powerful devils- If he were to be allowed back into the Mortal Realm, he would stew chaos and discord amongst the forces of good. The devil thought it over, before adding one condition:That he was not to disclose the nature of this deal to any of those living in the world above, whether directly or in passing. And due to the nature of a Devil's Pact, this makes him entirely incapable of mentioning or writing down these terms. According to the Devil, the reason was that is was "Bad for business, for the mortals to know the truth of the life after death". Needless to say, Zer'ol was willing to accept these terms, and soon enough he found himself upon the Mortal Realm once more, though his body itself was twisted from what he once was. After much time spent getting used to it, he chanced upon attacking stronger prey than the weak villagers he'd been devouring the brains of, and by chance happened to feed off the person who was contacted by the Sillian Ministry for some task. He smiled, a abominable action for whatever he now was...The perfect chance to fulfill his obligations just fell right into his lap.
Oh, and this character is of the Continuity Collonia, soooo yeah.