Posted - 23 Feb 2018 : 13:40:16
MANSHOON, LORD OF THE ZHENTARIM (CR 26)
Male human wizard 25
LE Medium Humanoid
Init +3 (+3 Dex); Senses Perception+30; detect chaos, detect evil, detect good, detect law, detect poison, detect secret doors, detect undead
AC 26, touch 13, flat-footed 23
(+3 Dex, +5 natural, +8 armor)
hp 237 (25d6 + 150)
Fort +17, Ref +14, Will +25
DR 2/-, 10/magic against ranged weapons; Immune gas-based attacks, poisons and spells, neck-based attacks, vorpal effects; SR 23
Speed 30 ft.
Melee +12/+7 staff of the magi (1d6/20/x2)
Special Attacks hand of the apprentice 16/day (+13 attack), metamagic mastery 9/day
Permanent Spells (CL 25th)
Always active – comprehend languages, detect chaos, detect evil, detect good, detect law, detect poison, detect secret doors, detect undead, protection from arrows, tongues
Typical Wizard Spells Prepared (CL 25th, 27th vs SR; +11 melee, +15 ranged; Concentration +38, +42 defensively or grappled)
12th (2/day) – DC 35, enchantment and necromancy 37, +1 mind-affecting effects
11th (3/day) – DC 34, enchantment and necromancy 36, +1 mind-affecting effects
10th (4/day) – DC 33, enchantment and necromancy 35, +1 mind-affecting effects
9th (6/day) – dominate monster (DC 35), mass icy prison (DC 32), mass suffocation (DC 34), imprisonment (DC 32), time stop, transmute blood to acid (DC 32);
8th (6/day) – death clutch (DC 33), demand (DC 34), polymorph any object (DC 31), prediction of failure (DC 32), rift of ruin (DC 31), trap the soul;
7th (6/day) – delayed blast fireball (DC 30), elemental bombardment, finger of death (DC 32), greater teleport, hungry darkness, mass hold person (DC 33);
6th (6/day) – chain lightning (DC 29), disintegrate (DC 29), hellfire ray (DC 29), mislead (DC 29), shadow endurance, true seeing;
5th (11/day) – cloudkill (DC 28), dominate person (DC 31), feeblemind (DC 31), fire snake (DC 28), mass pain strike (DC 28), mind fog (DC 31), persistent image (DC 28), magic jar (DC 30), shadow evocation (DC 28), summon infernal host, wracking ray (DC 30);
4th (11/day) – acid pit (DC 27), black tentacles, dimension door, enervation, improved invisibility, mindwipe (DC 30), phantasmal asphyxiation (DC 28), rary’s mnemonic enhancer, rigor mortis (DC 27), stoneskin, summon accuser;
3rd (7/day) – blacklight, erode defenses (DC 26), hold person (DC 29), howling agony (DC 28), inflict pain (DC 29), suggestion (DC 29), vampiric touch;
2nd (7/day) – blindness/deafness (DC 27), blur, fleshcurdle (DC 25), fly, raiment of command (DC 25), scorching ray, twisted space (DC 25);
1st (8/day) – burning hands (DC 24), chastise, charm person (DC 27), disguise self, interrogation (DC 26), ray of enfeeblement (DC 26), reveal secrets (DC 27), unseen servant;
Cantrips (at will) – arcane mark, detect magic, message, read magic
Spellbook Manshoon’s spellbooks contain all spells from the Core Rulebook and the Advanced Player’s Guide. In addition, he has access to a wide number of spells from Ultimate Magic, the Arcane Anthology and any other sources deemed appropriate.
Abilities Str 9, Dex 16, Con 23, Int 37, Wis 21, Cha 28
Base Atk +12; CMB +11; CMD 24
Traits Deep Cover, Spellcasting Prodigy
Feats Coaxing Spell, Combat Casting, Craft Wondrous Item, Elemental Spell, Extend Spell, Fearsome Spell, Forge Ring, Greater Spell Focus (enchantment), Greater Spell Focus (necromancy), Heighten Spell, Intensified Spell, Leadership, Maximize Spell, Persuasive, Quicken Spell, Scribe Scroll (B), Spell Focus (enchantment), Spell Focus (necromancy), Spell Mastery (baleful polymorph, contingency, hold monster, hold person, mass hold monster, mass hold person, suggestion, stasis clone*), Spell Penetration
Skills Bluff +37, Diplomacy +38, Disguise +34, Intimidate +38, Knowledge (arcana, dungeoneering, history, geography, local, nobility, the planes) +38, Knowledge (religion) +23, Perception +30, Sense Motive +30, Spellcraft +38 (+40 identify spellcasting), Use Magic Device +24
Languages Abyssal, Aquan, Auran, Chessan, Common, Dwarven, Draconic, Elven, Giant, Ignan, Infernal, Mulani, Terran, Undercommon
SQ arcane bond (manshoon’s battle gorget)
Gear belt of physical might (Dexterity and Constitution) +6, black robe of the overmage*, bracers of armor +8, manshoon’s battle gorget* (Bluff, Intimidate, Spellcraft), manshoon’s iron mask*, manshoon’s ring of wizardry*, ring of spell turning, rod of beguiling, rod of mind mastery, staff of the magi. As Lord of the Zhentarim, Manshoon has access to a vast variety of magical resources, including items only found on the black market.
NEW MAGIC ITEMS
BLACK ROBE OF THE OVERMAGE
Price 75,000 gp;
Slot body; CL 14th; Weight 1 lb
Aura strong abjuration and conjuration
Manshoon’s black robe of the overmage is identical to a robe of the overmind with geometric sigils, save that it only functions for arcane spellcasters instead of psychic spellcasters.
Construction Requirements Craft Wondrous Item, antimagic field, mage armor, creator must be of same alignment as robe; Cost 37,500 gp
MANSHOON’S BATTLE GORGET
Price 188,400 gp;
Slot neck; CL 17th; Weight -
Aura strong abjuration, evocation and transmutation
Created by Manshoon to protect him from assassination attempts, this throat protector consists of a metal throat-shield and overlapping, neck-encircling plates that are attached to a leather belt. It protects the wearer from all strangulation effects, death by hanging, vorpal effects, slashing and piercing damage done to the throat, and additionally functions as an amulet of natural armor +5. Twice per day, the wearer can cast feather fall. Once per day, the wearer can cast ironguard and repulsion (DC 19).
Finally, on command, the gorget can project a cylindrical red shaft of fire from the wearer’s throat (Ref DC 14 half). This is otherwise identical to lightning bolt, save that it deals fire damage.
Construction Requirements Craft Wondrous Item, Elemental Spell, feather fall, ironguard, lightning bolt, limited wish, repulsion; Cost 94,200 gp
MANSHOON’S IRON MASK
Price 107,000 gp;
Slot head; CL 12th; Weight 2 lbs
Aura strong abjuration and transmutation
Manshoon’s iron mask is a black metal faceguard set with a red jewel on its brow that leaves only its wearer’s eyes visible. This variant of a headband of mental prowess (Charisma and Intelligence) +6 allows its wearer to breathe freely, even underwater or in a vacuum, as well as making its wearer immune to harmful gases and vapors, including inhaled diseases, poisons, and magic spells such as cloudkill and stinking cloud. In addition, the wearer can see through magical and normal clouds, fogs, mists, and similar effects that grant concealment, but only so long as the wearer is within the area of such concealment. Manshoon’s iron mask does not grant any other kind of vision (such as darkvision or low-light vision).
Construction Requirements Craft Wondrous Item, darkvision, eagle’s splendor, fox’s cunning, fog cloud, life bubble; Cost 53,500 gp
MANSHOON’S RING OF WIZARDRY
Price 230,000 gp;
Slot ring; CL 11th; Weight -
Aura strong (no school)
Manshoon’s personal ring of wizardry doubles his 4th and 5th level spells.
Construction Requirements Forge Ring, wish; Cost 115,000 gp
School abjuration; Level psychic 7, sorcerer/wizard 7
Casting Time V, S, M (a tiny shield of wood, glass or crystal), F (a nugget of adamantine worth 100 gp)
This spell functions like lesser ironguard, except that the subject you touch is immune to magic metal as well.
School abjuration; Level magus 5, psychic 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a tiny shield of wood, glass or crystal)
Target creature touched
Duration 1 round/level
Saving Throw none (harmless); Spell Resistance no
The subject of lesser ironguard becomes immune to nonmagical metal. Metal items (including metal weapons) simply pass through you, and you can walk through metal barriers such as iron bars. Magic metal affects you normally, as do spells, spell-like abilities, and supernatural effects. Attacks delivered by metal items (such as poison on a dagger) affect you normally. If the spell expires while metal is inside you, the metal object is shunted out of your body (or you away from the metal, if it is an immovable object such as a set of iron bars). You and the object each take 1d6 points of damage as a result (ignoring the object's hardness for determining damage to it). Because you pass through metal, you can ignore armor bonuses from nonmagic metal armor on opponents you attack with unarmed attacks.
School necromancy; Level sorcerer/wizard 9
Created by Manshoon, this spell functions as clone, except that if you are still alive, the cloned body falls immediately into stasis and does not rot. If you die, your soul transfers to the stasis clone, which leaves stasis and immediately begins to function as per the normal clone spell. If you have multiple clones, your soul goes into the most recently created one.
Edited by - LordofBones on 14 Mar 2018 14:53:50