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Zircon Quadav

 

Zircon Quadav (CR 8)

XP 4,800
Quadav Black Mage 9
N Medium Humanoid (Reptilian, Quadav)
Init +0; Senses Low-light vision, Perception +2

DEFENSE

AC 17, touch 13, flat-footed 16 (+3 armor, +1 dex, +3 deflect)
HP 50 (9d6+18)
MP 36
Fort +5, Reflex +4, Will +8
Defensive Abilities Full Withdrawal; Resist Water 5;
Weakness Lightning

OFFENSE

Speed 20 ft., Swim 30 ft.
Ranged +1 Quadav Water Power Stuff +7 (1d6+5)
Special Abilities Elemental Seal (2/day), Elemental Shield 8 (7/day), Innate Spells (1/day each) [Mage Armor, Silence], Metamagic Enhancement(4/day)
Spells Known (Black Mage CL 9th, Concentration +13)

At will (DC 14) – dark orb, daze, detect magic, message, read magic, touch of fatigue
1st (DC 15) – blind, mage armorshocking grasp, sleep, water, water blast
2nd (DC 16)engulf II, poison, silence, water II
3rd (DC 17)engulf III, haste, lightning bolt, sleepga, slow, water, watera
4th (DC 18) – ball lightning, silencega, vanish, water IV
5th (DC 19) – blindja, drown, lightning arc, poisonja, sleepja, waterga

STATISTICS

Str 12, Dex 12, Con 14, Int 18, Wis 14, Cha 10
Base Atk +4; CMB +5; CMD 16
Feats Combat Casting, Elemental Spell (Water), Empower Spell, Piercing Spell, Spell Penetration
Skills Appraise +16, Knowledge (Arcana, Dungeoneering, Geography, Planes) +20, Spellcraft +16
Languages Aquan, Common, Draconic, Kindred, Terran, Quadav
SQ Arcane KnowledgeBlack Magery (Increased Damage +2, Spell Penetration +1), Dark AfflictionFocused Caster, Hold Breath, Mage Talent (Dazzling Spell [7/day], Knowledge is Power, Spell Guard, Spell Lore), Spell Proficiency, Steel Shelled
Gear hi-potion(2), 5th-lvl black mage scroll, quadav water power staff +1, bracers of armor +3, ring of protection +1

SPECIAL ABILITIES

Full Withdrawal (Ex)

As a full round action, quadav may retract their body into their shell. This allows them to gain DR/5 Bludgeoning. It also allows for 20% concealment. When they use this ability, they immediately fall prone, drop anything they were holding, and any item that isn’t directly attached to their skin. While they are in this form, they cannot make attacks, use items, or cast spells. They must remain in this form for at least one complete round. To come out of their shell, they must spend another full round action (this does not provoke AoO).

Hold Breath (Ex)

Quadav can hold their breath underwater for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Steel Shelled (Ex)

As a quadav gets older the harder its shell gets and gains a +1 natural armor bonus.