Shale Dhole (3.5e NPC)
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Hermaphrodite Delver Delver 15/Wizard 6 | |
TN Huge Aberration | |
Init/Senses | +6/Darkvision 60 ft., Tremorsense 60 ft.; Listen +27, Spot +27 |
Languages | Aboleth, Abyssal, Dwarven, Draconic, Elven, Ignan, Qualith, Terran, Undercommon |
AC | 25, touch 10, flat-footed 23 (+2 dex, +15 natural, -2 size) |
hp | 229 (15d8+6d4+147 HD); Fast Healing 3 |
Immune | Acid, Fire |
Fort/Ref/Will | +14/+9/+17 |
Weakness | Cold |
Speed | 30 ft, burrow 40 ft., climb 20 ft. |
Melee | Slam +20 melee (1d6+8 plus 2d6 acid) |
Space/Reach | 15 ft./10 ft. |
Base Atk/Grp | +14/+30 |
Special Actions | Corrosive Slime, stone shape |
Combat Gear | Lesser Rod of Quicken |
Abilities | Str 26, Dex 15, Con 25, Int 24, Wis 16, Cha 10 |
SQ | Darkvision 60 ft., Immunity to Acid/Fire, Tremorsense 60 ft., Vulnerability to Cold |
Feats | Quickling Feet-Burrow, Improved Initiative, Practiced Spellcaster-WizardCA, Ability Training-Con, Dodge, Dash, Spring Attack, Scribe Scroll, Improved Familiar, Craft Rod, Fast Healing |
Skills | Concentration +31, Intimidate +8, Knowledge (arcana) +19, Knowledge (dungeoneering) +31, Knowledge (geology) +31, Knowledge (nature) +21, Listen +27, Move Silently +26, Spellcraft +33, Spot +27, Survival +27 (+29 underground, getting lost, or avoiding hazards) |
Possessions | combat gear plus Novice Gloves of Shadow Hand (Dance of the Spider) |
Corrosive Slime | A delver produces a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone. A delver’s mere touch deals 2d6 points of acid damage to organic creatures or objects. Against metallic creatures or objects, a delver’s slime deals 4d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 8d10 points of damage. A slam attack by a delver leaves a patch of slime that deals 2d6 points of damage on contact and another 2d6 points of damage in each of the next 2 rounds. A large quantity (at least a quart) of water or weak acid, such as vinegar, washes off the slime. An opponent’s armor and clothing dissolve and become useless immediately unless the wearer succeeds on a DC 22 Reflex save. Weapons that strike a delver also dissolve immediately unless the wielder succeeds on a DC 22 Reflex save. A creature attacking a delver with natural weapons takes damage from its slime each time an attack hits unless the creature succeeds on a DC 22 Reflex save. These save DCs are Constitution-based. |
Stone Shape | A delver can alter its slime to temporarily soften stone instead of dissolving it. Once every 10 minutes, a delver can soften and shape up to 25 cubic feet of stone, as a stone shape spell (caster level 15th). |
Expected Combat Boosts: Shale is always in the Dance of the Spider stance from his magic item. The granted climb speed is listed above.
Familiar: Shale has an earth mephit familiar named Crumb. Crumb has a strange sense of humor and finds amusement in even the darkest situations. As a familiar, it has 114 hp, +18 to attack, +3 natural armor, Int 8, Fort +8, Reflex +6, Will +14, Shale's skill ranks (maximum of 24 except for Knowledge Arcana and Knowledge Nature, which both have 12 ranks), Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Tough Spells, and Speak with Master abilities.
Flaws: Shale has the Shaky Flaw.
Spells: Shale is a 6th level wizard with caster level 10th.
Typical Wizard Spells Prepared (4/4/4/3; save DC 14 + spell level): 0th—detect magic, ghost sound, open/close, prestidigitation; 1st—grease, protection from evil, obscuring mist, silent image; 2nd—resist energy, rope trick, see invisibility, web; 3rd—dispel magic, gaseous form, lightning bolt.
Spellbook: 0th— All; 1st—alarm, floating disk, grease, identify, mage armor, magic missile, obscuring mist, protection from evil, silent image, unseen servant; 2nd—arcane lock, knock, see invisibility, resist energy, rope trick, web; 3rd—bio, dispel magic, explosive runes, gaseous form, lightning bolt, shrink item.
Shale is a delver who deals in the trade of precious minerals, both to eat and for profit. He has business primarily with dwarves and dreugar in the local area, but does not deny any request to deal with others. However he does love the taste of gold and drives a hard bargain to part with it. A bit of a hedonist, those who can provide him with sufficient entertainment may find him granting discounts.
He stores his spare riches in a great stone safe which is sunk at the the bottom of a lake of lava. Insulated against the heat, the safe is effectively impossible to grab by anyone who isn't immune to fire, and quite heavy.
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