Rogue's Gallery, 3.5: Lord Robilar

Post/Author/DateTimePost
#1

kelanenprinceofswords

Mar 14, 2006 13:37:25
This is a conversion of the 3rd ed. version of LR found in the Epic Level Handbook. The ELH (at least the printing mine came from) leaves out any information about LR's armor and shield, though by his AC and the illustration, he clearly has them. This conversion has a complete list of possessions, and is submitted for the edification of whomever might care. :whatsthis

LORD ROBILAR (CR 24)
Male human fighter 24
LE Medium humanoid
Init +7; Senses Listen +3, Spot +3
Languages Common
_____________________________________________________________________________
AC 38 (+1 Dex, +2 natural armor, +13 armor, +7 shield, +5 deflection), touch 16, flat-footed 37; Dodge
hp 228 (24 HD)
Resist fire 10 (“Blade of Black Ice”)
Fort +23, Ref +16, Will +16
_____________________________________________________________________________
Speed 20 ft. (4 squares)
Melee “Blade of Black Ice” +5 keen icy burst bastard sword +31/+26/+21/+16 (1d10+15/17-20 [+1d6 on critical hit] plus 1d6 cold [plus 1d10 cold on critical hit]); +21/+16/+11/+6 (1d10+25/17-20 [+1d6 on critical hit] plus 1d6 cold [plus 1d10 cold on critical hit]) with 10-point Power Attack
Ranged +2 composite longbow [+4 Str bonus] +31/+26/+21/+16 (1d8+7/19-20/x3 with +3 arrows)
Base Atk +22; Grp +30
Atk Options Blind-Fight, Cleave, Combat Reflexes, Devastating Critical (bastard sword, DC 30) [epic], Dire Charge [epic], Far Shot, Great Cleave, Mounted Archery, Mounted Combat, Penetrate Damage Reduction (adamantine) [epic], Point Blank Shot, Power Attack, Precise Shot
Combat Gear 4 potions of cure serious wounds (CL 15th), 2 potions of darkvision, 3 potions of fly, 3 potions of haste, ring of spell turning, boots of teleportation, horn of blasting, 2 Keoghtom’s ointments
_____________________________________________________________________________
Abilities Str 27, Dex 16, Con 18, Int 11, Wis 16, Cha 16
Feats Blind-Fight, Cleave, Combat Reflexes, Devastating Critical (bastard sword, DC 30) [epic], Dire Charge [epic], Dodge, Exotic Weapon Proficiency (bastard sword), Far Shot, Great Cleave, Improved Critical (bastard sword), Improved Critical (composite longbow), Improved Initiative, Mounted Archery, Mounted Combat, Overwhelming Critical (bastard sword), Penetrate Damage Reduction (adamantine) [epic], Point Blank Shot, Power Attack, Precise Shot, Weapon Focus (bastard sword), Weapon Focus (composite longbow), Weapon Specialization (bastard sword)
Skills Diplomacy +12, Ride +19, Sense Motive +12
Possessions combat gear plus “Blade of Black Ice” +5 keen icy burst bastard sword, +2 composite longbow [+4 Str bonus], 50 +3 arrows, +5 heavy fortification full plate, +5 heavy steel shield, ring of protection +5, amulet of natural armor +2, belt of giant strength +6, carpet of flying (5 ft. by 10 ft., 400 lb. cap.), cloak of resistance +5, metal destrier
_____________________________________________________________________________
"Blade of Black Ice": This +5 keen icy burst bastard sword grants its wielder fire resistance 10. It has a 50% chance of extinguishing any fire into which its blade is thrust. This power extends to a 10-foot radius and includes lasting effects such as wall of fire but excludes instantaneous effects such as fireball.

METAL DESTRIER (CR 13)
N Large construct
Init -1; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
_____________________________________________________________________________
AC 30 (-1 size, -1 Dex, +22 natural armor), touch 8, flat-footed 30
hp 129 (18 HD); DR 15/adamantine; fast healing 1
Immune construct traits, magic (see below)
Fort +6, Ref +5, Will +6
Weakness affected normally by rust attacks
_____________________________________________________________________________
Speed 50 ft. (10 squares)
Melee 2 hooves +23 (2d10+11), bite +18 (2d6+5)
Space 10 ft.; Reach 5 ft.
Base Atk +13; Grp +28
Atk Options Dire Charge [epic]
_____________________________________________________________________________
Abilities Str 33, Dex 9, Con --, Int --, Wis 11, Cha 1
_____________________________________________________________________________
Immunity to Magic (Ex): A metal destrier is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as follows. A magical attack that deals electricity damage slows a metal destrier (as the slow spell) for 3 rounds, with no saving throw. A magical attack that deals fire damage breaks any slow effect on the metal destrier and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the metal destrier to exceed its full normal hit points, it gains any excess as temporary hit points. A metal destrier gets no saving throw against fire effects.