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 Phoenix (Su): The pinnacle of a blood magus’ power, the blood magus calls forth a great, fiery bird from the Elemental Planes. Summoning a phoenix is a full-round action that provokes an attack of opportunity, and uses the highest available spell slot available.

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: Phoenix

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, Wis 13, Cha 12

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).

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