Blood Elven Blood Magus (Warlock Variant)
Blood elves
often have little patience with demons, preferring to fan the fires of their
hatred upon their enemies. Despite the moniker, blood magi are actually
warlocks. The typical blood magus walks onto the field with an air of
superiority, waving his hand and casting burning curses upon his enemies. While
a blood magus still may summon demons to serve him, he is much more comfortable
with summoning hellish flames, much like a hellcaller.
Blood Magus
Alterations
Blood magi gain
the following arcana instead of the normal warlock arcana:
1st-level — Fel
Companion (Su): The blood magus may still bond fel companions. Due to their focus with fire, however, the
blood magus is more likely to bond fire-loving creatures, such as grel or imps.
4th-level — Orbs of Vengeance (Su): At 4th level, the blood magus gains the ability to summon three
fist-sized burning orbs as a standard action. These globes orbit the blood magus’s
head, and may move at his mental suggestion. They may be used in combat as a
weapon; the orbs may strike anything up to 60 feet away with a ranged touch
attack, dealing 1d6 points of fire damagus.
If the blood magus has iterative attacks, he may attack additional times per
round with his orbs.
8th-level — Vengeance (Ex): At 8th level, the blood magus channels his burning fury into
his fire spells. When casting a damaging fire spell, half of the spell’s damagus is fire damagus. The
other is divine in nature, which may not be resisted.
12th-level — Fire Mastery: The
blood magus becomes a master of wielding fiery magics.
Mastering the fire arts allows the blood magus
to cast spells with the fire descriptor at +1 caster level, and the save DC for
such spells increases by +2.
16th-level — Summon
The phoenix
appears at the end of the round, and follows the blood magus’ commands. A
phoenix remains either for one encounter or is slain
permanently by destroying any eggs it drops. The warlock may dismiss the
phoenix at will, sending it back to the Elemental Plane as he wishes.
New Monster:
Large
Elemental (Fire)
Hit
Dice: 19d8+57 (142 hp)
Initiative: +3
Speed: Fly
60 ft. (perfect)
Armor Class: 24 (–1 size, +3 Dex, +12
natural), touch 12, flat-footed 21
Base
Attack/Grapple: +14/+23
Attack: Bite +19 melee
(2d6+7 and 2d6 fire)
Full
Attack: Bite
+19 melee (2d6+7 and 2d6 fire)
Space/Reach: 10 ft./5 ft.
Special
Attacks: Burn,
spell-like abilities
Special
Qualities: Darkvision
60 ft., damagus reduction 10/magic, immolation, rise
from the ashes, spell resistance 12, fire subtype, elemental
traits
Saves: Fort
+9, Ref +16, Will +7
Abilities: Str 20, Dex 17, Con 17, Int 11,
Skills: Escape
Artist +12, Knowledge (Elemental Plane) +9, Listen +14, Spot +14
Feats: Alertness,
Combat Reflexes, Dodge, Flyby Attack, Lightning Reflexes, Power Attack, Weapon
Focus (bite)
Environment: Warm land
Area: Firelands (The Elemental Plane)
Organization: Solitary
Challenge
Rating: 12
Treasure: —
Alignment: Usually
neutral
Advancement: 20–26 HD (Huge); 27–32 HD (Gargantuan)
Level
Adjustment: —
<i>The wondrous bird is about 18
feet long with a sleek, feathered body that dances with bright flames. Its colorful feathers range from yellow to orange to red. A
crest of spiky feathers runs down the center of its
back, and its wingspan stretches out to 30 feet.
Description
The
phoenix is a natural predator of the Elemental Plane known for being so hot it
burns itself to ashes. From the short minutes between birth and death, it
spends its life hunting through the air — in fact, it
lacks any legs that might enable it to land. Every aspect of
the phoenix is aflame, even shed feathers. Even
after death it often rises again from its own ashes to
continue the hunt.
Combat
A
phoenix is a fearless, aggressive predator of aerial prey. A phoenix prefers to
attack from above and behind with ranged fire attacks. Once dazed and weakened,
it follows up opponents by remaining close to burn its victims while continuing
to strike with its beak. A phoenix fights fearlessly in battle, knowing its
death is not only temporary, but deadly.
Burn
(Ex): When a phoenix hits with its bite attack, the opponent must
succeed at a DC 22 Reflex save or catch fire. The flame burns for 1d4 rounds if not extinguished sooner. The burning creature
can use a full-round action to put out the flame.
Spell-like
Abilities (Sp): At will — firebolt, lesser immolate. 3/day — fireball. 1/day — blast wave. Cast as a magus equal to the phoenix’s hit dice.
Immolation (Su): A
phoenix burns so hot that it constantly burns itself as well anything it
touches. The phoenix is permanently under the effects of an immolation spell. If this effect is dispelled, the phoenix reignites the following round. Furthermore,
it takes 2d6 points of damagus per round from its own
immolation, which its fire subtype offers no protection.
If
the phoenix dies (of any reason, including its own self-immolation), it falls
to the ground beneath. Upon impact, it explodes in a mighty fireball, dealing
15d6 points of damagus to anything within 20 feet
burst (DC 22 Reflex half). Where the phoenix once was now lays an egg.
Rise from
the Ashes (Ex): From the ashes of a downed phoenix
appears an immolated egg. The egg hatches after 1d4
rounds, and a new phoenix rises from the ashes at full health.
This
Medium egg has the flaming aura, fire subtype, and elemental traits abilities.
The egg can be attacked. It has an AC of 19 (–5 Dex, +14 natural) and 60 hit points (8d8+24 HD). The phoenix
within is destroyed and will never rise again if the egg is reduced to zero or
fewer hit points before it hatches.
Spell
Resistance (Su): A phoenix has
spell resistance equal to 5 + 1/2 its hit dice (14 for a typical phoenix).