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Dark Asher CR 9

Sex [[gender spelled out]] creature class X


AL Medium Undead Construct (Zombie)
Init +4; Senses Low-Light Vision, Darkvision 60ft; Perception +0

Defense
AC 25, touch 15, flat-footed 18 (+5 armor, +4 Dex, +1 dodge, +5 natural)
hp 95 (10d12+30);
Fort 8, Ref 8, Will 8
Defensive Abilities: DR DR10/Slashing, DR5/Magic; Immune Mind Affecting Effects, bleed
Death Effects, Disease, Paralysis, Poison, Sleep Effects, Stun, Any Effect Requiring a Fort Save,
Fatigue, Exhaustion, Ability Damage, Non-Leathal Damage
Weaknesses Positive Energy 5

Offense
Spd 40 ft.,
Melee Bite +15 (3d6+7) and 2 Claws +10 (2d6+3) and Sting +10 (1d4+3 Plus Poison DC16 Fort
Save)
Space 5 ft.; Reach 5 ft.
Special Attacks Charging Sting: As a Standard action, the Dark Asher can move up to their full
movement speed and make a single Sting attack at +15 and full Strength Modifier; Sting +15
(1d4+7).

Tactics
Before Combat The Dark Asher remains mindless before it is activated by either its Master, or
due to threat/danger.
During Combat A mindless Dark Asher will blindly attack the closest thing, while one being
operated by its master follows its direction.
Morale A Dark Asher will never flee combat.

Statistics
Str 24, Dex 18, Con -, Int -, Wis 10, Cha 16
Base Atk +8; CMB +XX; CMD 31
Feats Feat, Feat, Feat
Skills Climb +17, Swim +14, Acrobatics +14
Languages Telepathy W/Master
SQ Staggered: The Dark Asher can only make a Standard or Move action in a Turn.
Poison: On a successful Sting attack the target must make a Fort save or take 1d2 Dex damage for
1 turn. A creature affected by this poison is immune to its effects for 1 turn.
Mind Link: A Dark Asher is mentally linked to its master at all times, everything it sees, hears, or
senses is relayed to its master. Its master can also take control of the Asher directly, or give it
tasks to mindlessly carry out while they perform other tasks.

Ecology
Environment Necromancer lairs, Dungeons, Sewers
Organization Solitary, Paired with a Necromancer
Treasure Single

Special Abilities
Staggered: The Dark Asher can only make a Standard or Move action in a Turn.
Poison: On a successful Sting attack the target must make a Fort save or take 1d2 Dex damage for
1 turn. A creature affected by this poison is immune to its effects for 1 turn.
Mind Link: A Dark Asher is mentally linked to its master at all times, everything it sees, hears, or
senses is relayed to its master. Its master can also take control of the Asher directly, or give it
tasks to mindlessly carry out while they perform other tasks.
Rejuvination: A Dark Asher cannot be killed by normal means. The dark magic required to create
one binds its existence to its master, and thus killing the master is the only way to truly kill a Dark
Asher. Should a Dark Asher be brought to below 0 Hit Points, It will regain 1 Hit Point after 1d10
rounds. Should the body be dismembered or otherwise damaged, dismembered, or mutilated, it
will reform after 1d10 minutes with 1 Hit point. When left alone and inactive, a Dark Asher will
regain Hit Points at a rate of 1d10+3 Hitpoints every hour.

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