Wednesday, September 11, 2013

Sarik Ur'ten

Since I made Jorrik the Darklands dwelling Dwarf yesterday, I thought I'd make an adversary for a party to encounter while traveling with him.  So today, I present Sarik Ur'ten, a Drow cleric of Mazmezz, the Demon Lord of Spiders, Vermin and Bindings and Pathfinder equivalent to Lolth who is owned by Wizards of the Coast.  I guess Paizo did not secure licensing for Lolth, so they had to come up with a new patron deity for the Drow to worship.

Sarik Ur'ten is a cunning villain with the Demonic Apostle archetype.  The archetype requires the cleric to select only the Chaos, Evil, or Demon domain.  I've opted to give her Evil has her domain choice and the Poison variant channeling option.



Sarik specializes in the Summon Monster and Planar Ally spells, as well as powerful necromatic spells like the Inflict group and spells that cause ability damage like Poison and Fleshworm Infestation and Contagion.  As you'd expect, she has the Augment Summoning feat, which enhances her summons with a +4 bonus to strength and constitution.  She also has an Evil Book of Extended Summoning which doubles the duration her summons remain before disappearing back to The Abyss or wherever they are from.

In combat, Sarik attempts to use her high Stealth skill to hide in as she casts her vast array of summoning spells.  In the event an enemy gets close enough for her to feel threatened, she can unleash devastating bursts of negative energy that both causes HP damage as well as 3 Con damage.  Additionally, if an enemy gets close enough for her to really be on her guard, she attacks with her Rod of Withering.  In the event she absolutely has to escape a battle going poorly, she activates her one-time use Magical Tattoo of Greater Teleport and instantly transports herself to her sanctuary somewhere within the area of the Darklands under Drow control.

It goes without saying that Sarik is obviously an enemy of the party and would absolutely never ally herself with any Good-aligned groups.  She could be a great end boss for a lower-level party as well as good miniboss for higher level ones.  She would not be a difficult enemy to face on her own, so I would suggest giving her a number of Drow and other enemies under he command to face the party.  When the fight begins to sway in favor of the PCs she can easily teleport away in order to heal up and launch another attack on the group.

I hope you enjoy her!  :)



Name

Sarik Ur'ten    CR 11
XP 12800
Female Drow Cleric (Demonic Apostle) 12
CE Medium Humanoid (elf)
Init +3; Senses darkvision 120 ft., low-light vision; Perception +6

Defense

AC 25, touch 13, flat-footed 22 (+8 armor, +3 Dex, +4 natural)
hp 96 (12d8)
Fort +12, Ref +11, Will +16; +2 vs. enchantments
Immune magic sleep; Resist elven immunities; SR 18
Weakness light blindness

Offense

Speed 30 ft.
Melee Rod of withering +11/+6 (vs Touch) 1d4 points of Strength damage and 1d4 points of Constitution damage (/x2)
Special Attacks scythe of evil (6 rds) (2/day), touch of evil (6 rds) (13/day)
Spell-Like Abilities
   13/day—Touch of Evil (6 rds) (13/day)
   1/day—dancing lights, darkness, faerie fire
Cleric (Demonic Apostle) Spells Prepared (CL 12):
6 (2/day) Summon Monster VI, Create Undead, Planar Ally
5 (3/day) Summon Monster V, Dispel Good (DC 19), Inflict Moderate Wounds, Maxim (DC 16), Summon Monster IV, Extend
4 (4/day) Planar Ally, Lesser, Summon Monster IV, Poison (DC 18), Unholy Blight (DC 18), Fleshworm Infestation (DC 19)
3 (5/day) Summon Monster III, Prayer, Contagion (DC 17), Magic Circle against Good, Deeper Darkness, Inflict Serious Wounds (DC 17)
2 (5/day) Dread Bolt (DC 16), Inflict Moderate Wounds (DC 16), Summon Monster II, Desecrate, Align Weapon, Protection from Good, Communal
1 (5/day) Summon Monster I, Inflict Light Wounds (DC 15), Detect Good, Protection from Good, Protection from Good, Burning Disarm (DC 15)
0 (at will) Resistance, Detect Magic, Guidance, Vigor

Statistics

Str 13, Dex 16, Con 11, Int 13, Wis 18, Cha 17
Base Atk +9; CMB +10; CMD 23
Feats Augment Summoning, Extend Spell, Maximize Spell, Reach Spell, Spell Focus (Conjuration), Spider Summoner
Traits Darklands Delver (-Choose-), Sacred Conduit
Skills Heal +13, Intimidate +7, Knowledge (dungeoneering) +6, Knowledge (religion) +9, Linguistics +6, Perception +6, Sense Motive +12, Spellcraft +9, Stealth +8; Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Dwarven, Elven, Undercommon
SQ ancestral grudge, arcane familiar nearby, aura, cleric channel negative energy 8d6 (6/day) (dc 20), deliver touch spells through familiar, demonic familiar, domains (evil), empathic link with familiar, hero points, share spells with familiar, speak with animals, speak with familiar, spontaneous casting, unrighteous (1/day), variant channeling (poison variant channeling [±3 profane])
Combat Gear Iron cobra gauntlet (3/day), Rod that should not be (greater), Spell Tattoo: Teleport, Greater (Waist Equipment S; Other Gear +2 Unrighteous Darkleaf Mountain pattern armor, Rod of withering, Amulet of natural armor +4, Book of extended summoning (evil), Cloak of resistance +4, Phylactery of negative channeling, You have no money!

TRACKED RESOURCES

Book of extended summoning (evil) - 0/1
Cleric Channel Negative Energy 8d6 (6/day) (DC 20) (Su) - 0/6
Dancing Lights (1/day) (Sp) - 0/1
Darkness (1/day) (Sp) - 0/1
Faerie Fire (1/day) (Sp) - 0/1
Iron cobra gauntlet (3/day) - 0/3
Scythe of Evil (6 rds) (2/day) (Su) - 0/2
Touch of Evil (6 rds) (13/day) (Sp) - 0/13
Unrighteous (1/day) - 0/1

Special Abilities

Ancestral Grudge +1 to attack rolls vs humanoids with the dwarf or elf (non-drow) subtype.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Book of extended summoning (evil) Destroy to add Extend Spell to summon creatures of this alignment.
Cleric (Demonic Apostle) Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Channel Negative Energy 8d6 (6/day) (DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Darklands Delver (-Choose-) +1 trait bonus on Survival in the Darklands.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Demonic Familiar 3rd level: Familiar gains Fiendish Template. 7th level: choose Quasit without Improved Familiar.
Drow Immunities - Sleep You are immune to magic sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Iron cobra gauntlet (3/day) Can transform into an Iron Cobra on command, for up to 1 hr each day.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Poison Variant Channeling (±3 Profane) Bonus vs Poison or STR/DEX/Con damage
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Rod that should not be (greater) On cmd, +12 touch atk does 4d8 acid and Paralyzed 1 rnd (DC18 Will neg Paralysis)
Scythe of Evil (6 rds) (2/day) (Su) A melee weapon you are holding becomes unholy
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Resistance (18) You have Spell Resistance.
Spider Summoner Summon Monster and Nature's Ally can summon spiders. Increase their web and poison DC by 2.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Evil (6 rds) (13/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Unrighteous (1/day) Invoke righteous might for 1 min.

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