Bifrovs (3.5e Monster)
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|Hit Dice:||12d8+84 (138 hp)|
|Armor Class:||25 (+5 mithral breastplate armor, +5 dex, +1 dodge, +5 natural, -1 size), touch 15, flat-footed 19|
|Attack:||Greatsword +17 melee (3d6+13, 19-20/x2)|
|Full Attack:||Greatsword +17/+12 melee (3d6+13, 19-20/x2)|
|Space/Reach:||10 ft/10 ft|
|Special Attacks:||Elemental Weapon, Maneuvers, Spells|
|Special Qualities:||All-Around Vision, DR 10/magic, Dual Actions, Immunities, SR 21, Uncanny Dodge|
|Saves:||Fort +11, Ref +9, Will +13|
|Abilities:||Str 28, Dex 20, Con 24, Int 17, Wis 21, Cha 25|
|Skills:||Concentration +22, Listen +19, Spot +24, Spellcraft +18, Tumble +20|
|Feats:||Whirlwind AttackB, Power Attack, Combat Reflexes, Unstoppable Object, Dash, Multi-Spell|
|Alignment:||Usually Chaotic Evil|
|Advancement:||By character class|
This twisted knight's armor is ill fitting its distorted frame, composed of two humanoid bodies half-melted into each other, one set of arms wielding a massive burning greatsword and the others weaving dark spells around its twins back. Its two heads howl out in rage.
The product of twisted fleshcrafting done by particularly cruel beings, the bifrovs is the result of mixing a humanoid warrior with a humanoid spellcaster to create something greater than the both of them. Their two minds leave them insane and violent as they clash for control, but they work in unison to destroy their opponents before them.
The bifrovs usually lose the ability to speak coherently, but they typically understand common, aklo, and three more languages due to high intelligence. They stand at 9 feet tall and weigh 600 lbs.
The bifrovs is two creatures in one, and they use their action economy advantage as much as they can. With multi-spell, the caster side of bifrovs can layer on buffs en masse, then release devastating spells to their opponents or keep itself alive.
All-Around Vision (Ex): Creatures do not receive the +2 bonus for flanking a bifrovs, and it gains a racial bonus +4 on Spot checks.
Dual Actions: The bifrovs is two creatures in one, and has two full rounds of actions (and two swift/immediate actions). One half of the actions taken by the creature has access to the maneuvers, while the other half of the creature has access to the spells. Both can use their movement actions to move as normal.
Elemental Weapon (Su): As a swift action, the bifrovs can buff their held weapon with elemental energy that lasts for 1 minute. Their weapon deals an additional 2d6 energy type of their choice (acid, cold, electricity, or fire). Applying a new elemental weapon buff removes the old one.
Immunities (Ex): The bifrovs is immune to mind-affecting effects, paralysis, sleep, and stunning.
Maneuvers: The bifrovs is an initiator with up to any four disciplines known, and the refresh ability and maneuvers known progression of a drifter. It counts as a 6th level drifter for the purposes of maneuvers and stances known, but has an initiator level equal to its HD (12th). This example knows the Blighted Serpent (3.5e Martial Discipline), Desert Wind, Domestic Tarrasque, and Stone Bones disciplines.
Maneuvers Known: air scythe (strike), casual shove (counter), fumbling stomach smash (strike), gastrological grease bomb (strike), mountain hammerToB (strike), resist the slime's embrace (counter), rot the open wound (boost), sand spray (counter), simmering bile blade (strike), stone bonesToB (strike), unbalancing blow (strike)
Maneuvers Readied: air scythe, casual shove, fumbling stomach smash, rot the open wound, simmering bile blade, stone bones, unbalancing blow
Stances Known: disdainful shoulder, flame's blessingToB, holocaust cloak ToB
Spells: The bifrovs is a divine caster with the spells per day and spells known of a sorcerer, and the class spell lists of both cleric and sorcerer/wizard. It counts as a 6th level spellcaster, but has caster level equal to its HD (12th). Spellcasting is Charisma based.
Typical Spells Known (6/6/5/3; save DC 17 + spell level): 0—daze, detect magic, ghost sound, guidance, message, prestidigitation, touch of fatigue; 1st—chaos blaze, cure wounds, magic missile, ray of enfeeblement; 2nd—mirror image, summon esper II; 3rd—dispel magic.