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Ractorum
Medium Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)
HD: 10d8+40 (75 hp)
Initiative: +4
Speed: 50ft, 50ft Climb
Armor Class: 24 (+4 dex, +10 natural), tch 14, ff 20
Base Attack/Grapple: +7/+10
Attack: +12 Armblade (1d8+3 and blood drain)
Full Attack: 2 Armblades or Legblades
+12 (1d8+3 and blood drain)
and Peck(1d6+3)
Space/Reach: 5ft/5ft
Special Attacks: Blood Drain, Leg Blades, Sneak Attack +3d6, Spell-Like Abilities, Summon Tanar'ri, Blood Drain, Improved Feint
Special Qualities: Damage Reduction 10/cold iron or good, darkvision 60ft, immune to electricity and poison, spider climb, resistance to acid 10, cold 10, fire 10, spell resistance 19, telepathy 100 feet
Saves: Fort +12, Ref +10 Will +8
Abilities: Str 17 Dex 18 Con 18 Int 20 Wis 16 Cha 16
Skills: Bluff +20, *Climb +20, Escape Artist +17, Hide +20, Listen +20, Move Silent +20, Search +20, Tumble +17
*Spider Climb is a constant effect and an (Su) Ability
Feats: Multiattack, Power Attack, Cleave, Improved Disarm
CR: 9
Treasure: Standard
Alignment: Always CE
The skinny but muscled humanoid before you is a living weapon. A large bird skull like head looks about as it stands on legs that appear to be blades, it's arms sharp weapons as well. Crude spikes line it's back and the top of it's head, which ends in a large, sharp beak.
Ractorums serve as some of the most elite assassins for the lords of the abyss. Usually they are sent in to kill demon lords or generals behind the lines of the devils in battle. They are highly intelligent and usually can simply be ordered to kill a target as they formulate plans and tactics quickly depending on the situation presented. A Ractorum is about 6 feet tall, weighing only about 120 lbs.
Spider Climb (Su): A ractorum can climb an surface and even upside down. A ractorum can take 10 on climb checks if needed even while threatened.
Blood Drain (Su): A ractorums arm blades are connected to crude tubes inserted into the flesh of the demon itself. If an arm blade hits, it drains 1d4 Con unless a DC 20 Fort Save is made.
Sneak Attack (Ex): A ractorum can make a sneak attack like a rogue, dealing an extra 3d6 points of damage whenever a foe is denied his or her Dex bonus, or when flanking.
Improved Feint: Feinting is also a move action, not a standard action for a ractorum. Ractorums love to open weaks spots on opponents, and then strike quickly with an arm or leg blade to inflict the most damage possible.
Leg Blades: A ractorum can attack with it's legs while using just it's arms to hang or climb on a ceiling if within reach. It can also attack with it's legs by kicking, instead of it's arms if it wishes.
Spell Like Abilities (Sp): At will--Darkness, Dispel magic, True Seeing, Greater Invisibility, Dimension Door
Summon Tanar'ri (Sp): Once per day a Ractorum can attempt to summon 2 Quasits with a 50% chance of success. This ability is the equivalent of a 5th level spell. The Quasits immediately help to flank the nearest targets.
Skills: Ractorums have a +3 racial bonus on Hide, Listen, Move Silent, Search, and Climb Checks.
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