Salodrin

An erinyes who stalks the Plane of Knowledge from a manor house in the center of the Wealthy Quarter of Chaurille, Salodrin is enacting a plan to mislead the local city’s leadership so he may set up a permanent link to the Plane of Knowledge to the Nine Hells so that Hell may control all knowledge.

Salodrin

Male Erinyes, Medium Outsider (Extraplanar,Evil,Lawful)
Outsider 9 Wizard 9

Hit Dice: (9d8)+(9d4)+162
Hit Points: 250
Initiative: +11
Speed: Walk 30 ft., Fly 50 ft.
AC: 29 (touch 17, flatfooted 22)
Base Attack/Grapple: +13/+17
Attacks: +2 Longsword +17 melee or rope +20 ranged (entangle)
Damage: Longsword 1d8+8/19-20 *Rope 1d0
Vision: Darkvision 60’, true seeing
Face / Reach: 5ft./5ft.
Special Attacks: Entangle, spell-like abilities, spells, summon devil
Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 20, telepathy 100 ft., true seeing
Saves: Fort: +18, Ref: +16, Will: +17
Abilities: Str 24, Dex 25, Con 28, Int 29, Wis 20, Cha 23
Skills: Appraise +9, Balance +7, Bluff +6, Climb +7, Concentration +30, Craft (Untrained) +9, Decipher Script +12, Diplomacy +14, Disguise +6, Escape Artist +7, Forgery +9, Gather Information +6, Heal +5, Hide +7, Intimidate +16, Jump +7, Knowledge (Arcana) +25, Knowledge (Architecture and Engineering) +10, Knowledge (Dungeoneering) +10, Knowledge (Geography) +10, Knowledge (History) +15, Knowledge (Local) +10, Knowledge (Nature) +10, Knowledge (Nobility and Royalty) +10, Knowledge (Religion) +10, Knowledge (The Planes) +26, Listen +10, Move Silently +7, Ride +7, Search +9, Sense Motive +14, Spellcraft +32, Spot +20, Survival +5, Swim +7, Use Rope +7
Feats: Combat Reflexes, Flyby Attack, Greater Spell Penetration, Improved Familiar, Improved Initiative, Reach Spell, Spell Penetration, Wingover, Dodge, Mobility, Simple Weapon Proficiency, Scribe Scroll

Challenge Rating: 17
Alignment: Lawful evil
Possessions: Bracers of Armor +4 Blue Diamond, Outfit (Scholar’s), Potion of Cure Serious Wounds, Potion of Gaseous Form, Potion of Magic Circle against Good, Potion of Fire Resist Energy 20, Major Ring of Energy Resistance (Cold), Rope, Scarab of Protection, Scroll (Air Walk), Scroll (Charm Monster), Golden Yellow Topaz, Wand of Darkness
Innate Spell-like Abilities: Charm Monster, Minor Image, Greater Teleport (self plus 50 pounds of objects only), Unholy Blight
Wizard – Spells per Day: (4/7/6/5/4/3/0/0/0/ DC: 19 + spell level)
Known:
Level 0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue
Level 1: Burning Hands, Expeditious Retreat, Hypnotism, Ray of Enfeeblement, True Strike, Ventriloquism
Level 2: Bull’s Strength, Hideous Laughter, Magic Mouth, Scorching Ray, See Invisibility, Web
Level 3: Explosive Runes, Fireball, Haste, Tongues, Vampiric Touch
Level 4: Fear, Hallucinatory Terrain, Ice Storm, Phantasmal Killer, Scrying, Stoneskin
Level 5: Baleful Polymorph, Cloudkill, Feeblemind, Sending, Teleport
Level 6: Circle of Death, Flesh to Stone, Globe of Invulnerability
Level 7: Arcane Sight, Greater, Delayed Blast Fireball, Ethereal Jaunt
Unlike other devils, erinyes appear attractive to humans, resembling very comely women or men. An erinyes stands about 6 feet tall and weighs about 150 pounds.
Erinyes speak Infernal, Celestial, and Draconic.

Combat

Erinyes prefer to engage in combat from a distance. They use charm monster to distract or disorganize their opponents, then rain down fiery arrows from above.

An erinyes’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.

Salodrin can accomplish this by flying up out of the second story of the manor, with its multiple stained glass installations.

Spell-Like Abilities

At will—greater teleport (self plus 50 pounds of objects only), charm monster (DC 19), minor image (DC 17), unholy blight (DC 19). Caster level 12th. The save DCs are Charisma-based.

Summon Devil (Sp): Once per day an erinyes can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.

True Seeing (Su): Erinyes continuously use true seeing, as the spell (caster level 14th).


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