|
Nashyim of the Desolated Wood: Male volodni Cleric 7 of Talona/Talontar Blightlord 6; CR 13; Medium plant; HD 7d8 plus 6d8; hp 58; Init +1; Spd 30 ft.; AC 19, touch 11, flat-footed 18; Base Atk +9; Grp +11; Atk +13 melee (1d10+4 plus 1d6 cold/x3 plus 2d10 points, +1 glaive) or +11 ranged (1d8/19-20, masterwork light crossbow); Full Atk +13/+8 melee (1d10+4/x3, +1 glaive) or +11 ranged (1d8/19-20, masterwork light crossbow); SA rebuke undead 4/day; SQ black glaive, blight touch 2/day, blightblood, blightmind, cold resistance 5, half damage from piercing, illmaster, low-light vision, plant traits, sustenance; AL CE; SV Fort +12, Ref +5, Will +14; Str 14, Dex 12, Con 10, Int 10, Wis 18, Cha 13. Height 6 ft. 3 in, weight 170 lbs, age 79.
Skills and Feats: Concentration +10, Diplomacy +4, Handle Animal +3, Heal +7, Knowledge (nature) +2, Knowledge (religion) +5, Spellcraft +5, Survival +6; Great Fortitude, Martial Weapon Proficiency (glaive), Power Attack, Reach Spell, Weapon Focus (glaive).
Black Glaive (Su): Any glaive that Nashyim wields gains the icy burst ability, dealing +1d6 points of bonus cold damage on a successful hit (or +2d10 points on a successful critical hit). He can also make normal melee attacks with his glaive to deliver blight touch attacks.
Blight Touch (Su): With a successful melee touch attack, Nashyim delivers Talona's blight. He can do this twice per day. Talona's blight is a supernatural disease delivered by spell (Fort save DC 20, incubation 1d6 days; damage 1d4 Con and 1d4 Cha). Unlike normal diseases, Talona's blight continues until the victim reaches 0 Con (and dies), or 0 Cha (and becomes a blightspawned creature if the template can be applied), or receives a remove disease or similar magic.
Blightblood (Ex): Nashyim is immune to all diseases, even magical ones. Blightspawned creatures won't attack him.
Blightmind (Su): Once per day as a standard action, Nashyim can establish a mental link with a blightspawned creature within 60 feet and dominate it (as dominate monster). Will save DC 20 to negate. The link lasts 6 minutes and has a range of up to one mile. During the link, Nashyim can concentrate and receive sensory input from the creature or issue it instructions.
Illmaster: Any animal companions gain the blightspawn template.
Plant Traits: Nashyim is immune to poison, sleep effects, paralysis, stunning, polymorphing, and mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). He is not subject to critical hits. Low-light vision.
Sustenance (Ex): Nashyim requires only 2 hours of sleep per day to gain the benefits of 8 hours of sleep. Nashyim requires only one-quarter the food and water a human requires since he absorbs nutrients from his environment.
Cleric Spells Prepared (6/7/6/6/5/4/3; save DC 14 + spell level): 0 -- detect magic, detect poison, guidance, light, read magic, resistance; 1st -- bane*, command (2), doom, entropic shield, hide from undead, shield of faith; 2nd -- align weapon, bear's endurance*, bull's strength, cure moderate wounds, hold person, silence; 3rd -- bestow curse*, bladebane (UE), blindness/deafness, magic vestment, protection from energy, reach inflict light wounds; 4th -- divine power, enervation*, freedom of movement, poison, reach inflict moderate wounds; 5th -- cone of cold*, greater command, reach inflict serious wounds, soul scour (UE); 6th -- antilife shell, blade barrier, harm*.
*Domain spell. Deity: Talona. Domains: Destruction (smite 1/day, melee attack with +4 to hit and +7 damage), Suffering (pain touch 1/day, melee touch attack delivers -2 penalty to Str and Dex for 1 minute), Blightbringer prestige domain (rebuke blightspawned creatures and evilly aligned plants and animals as an evil cleric rebukes undead, 4/day).
The Talontar blightlord prestige class, the blightbringer prestige domain, and spells marked with (UE) are described in the Unapproachable East Forgotten Realms accessory.
Languages: Common, Sylvan.
Possessions: +3 bluewood chainmail, +1 glaive, masterwork light crossbow, 20 bolts, amulet of health +4, cloak of resistance +1, wand of cure light wounds, wand of cure moderate wounds.
Reach Spell (from Defenders of the Faith): You can cast a spell that normally has a range of "touch" at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a slot two levels higher than the spell's actual level.
|