1. They have only recently started laying eggs
  2. They are doing great, other than getting a little antsy that there is nothing much to do at the moment besides eat cows and fly around so as not to get fat from it
How about an air show interlude during the festival? It can have raven Constructs, Elemental Wyrmlings, Calpina, Dragons, Griffons, etc. That would be a crowd pleaser.

With their speed and maneuverability, the Griffons could but on an amazing show.
 
Part MMDLXVI: Coils of Fate
Coils of Fate

Eighth Day of the Eighth Month 293 AC

Ultimately, you decide that you have no reason to take on a lesser title and swear an oath to the Steward of the Winds for so small a thing as more guards in Armun Kelisk. The city is safe enough if not nearly so regimented as the Opaline Vault, and against any external threat that could fight its way through the hosts of the Djinn, a thousand men would do no better than a hundred.

Lost 30,000 IM (Terminal Location)

The deal struck, you fly on to the Lower Ward where you are greeted with a sight that brings a laugh bubbling unbidden to your lips. A full string of half-a-dozen hippogriffs are flying above the shops and spires where dwell the most mortal of the city's inhabitants, each bearing an endorsement for companies as varied as swordsmiths and rope-makers, scribes and carpet weavers, all followed at the end by the proclamation that the beast bearing the message is also for sale.

"It's like they are following us around," Lya giggles. "Do you think they are having trouble selling in the market after all?"

"No, I think the merchant just wants to squeeze every copper out of the days he still has to feed them, so he is renting them out to do double duty," you reply, admiring the clever ploy. In fact, it might almost deserve a purchase on its own...

The thought is more than a touch impulsive, but you can afford that better now than yesterday having tallied the profits from the trade.

In the end you buy fifty of the flying steeds on the condition that all the trainers should take service with you also and the hawk-winged merchant himself should agree to work for Astral Currents, adding some more local experience to the gathering of clerks who are still all too likely to gawk when they aught to be bargaining.

Lost 30,000 IM

Gained 50 Hippogriffs



***​

Establishing a shrine for Yss proves to be as simple as finding a dilapidated shrine delved into the stone of the island which none of the local cults desire and simply allowing the priests to move in. The small complex had long since become property of the Sultan over unpaid taxes, making it so that the clerks in charge were more than happy to hand it off and report some profit over the matter.

Lost 1,800 IM

Gained Small Shrine of Yss (Armun Kelisk)


"This is odd..." Lya trails off, passing her hand over a yellow geode embedded in the pale stone. "I thought I felt magic here, but now it's gone again. What sort of temple was this before?"

"The clerks did not care save that it was an unsuccessful one. I doubt anything sinister could have stayed hidden under the guard of the Djinn for long." Still, you look where she had pointed, for caution is never a bad habit. At first you see nothing, then faintly, as though a film of ethereal dust was slowly crumbling from the stone, faint coiling lines begin to show themselves. A feathered serpent... Jazirian.


"I'm sure the priests of Yss will be overjoyed to see this," you muse. "They will probably wish to restore it so that it may be seen by all."

"You don't sound very happy about that," Lya notes, perceptive as ever of your moods.

"I dislike fate in all its incarnations, particularly as long as I am wearing this." You tap the enchanted crown upon your head with a finger.

"This is not our fate...." Lya pauses. "I think this is Yss' fate, the serpent swallowing its tail—past, present, and future coiled one upon the other."

"You know, no matter how many times we have profited from tying causality in a knot like that, it still gives me headaches to ponder it for long," you laugh and shake your head as you take Lya's hand and will both of you from the soaring Skyhomes into the endless depths of the Opaline Vault.

***​

To your surprise there is no need to find Mahuroos Tepani for he finds you, not through any arcane path but simply by knowing you had been in the skyholds not so long ago and guessing that you would wish to visit your interests in the heart of the Peerless Empire also. "It pays to keep an eye on dragons..." he finishes his explanation with a smile.

"Hopefully keeping an eye on me is for much different reasons than most wyrms," you jest in turn.

"Far different, yes. In truth, I have a task to offer you in service of our common cause if you would take it," he replies, taking a seat across from you in the inn's discrete private parlor. "We have finally been able to piece together why the prisoner you freed knew so little of himself and why he had been kept imprisoned rather than killed. During the reign of the Sultana's grandmother, some three thousand of your years ago, the agent you retrieved acquired an intimate knowledge of the Forges of Agony, the Brazen Throne's mint. Alas, he was not able to fully escape with the lore."

"So they tangled his memory?" Lya asks, bemused, and little wonder. The Great Sultan for all his wickedness does not seem a fool. True death would have been a far more certain solution.

"No, he did that to himself prior to his capture, though not before calling out that he had some manner of contingency that would deliver the information on in the event of his death," Mahuroos Tepani explains, a hint of admiration touching his features. "Of course there was no such contingency, something the Efreeti knew was very likely as well, but our great enemy's paranoia would not let him take even that small chance, so for centuries they tried to piece together his broken memories to no avail. Our own sorcerers were more fortunate, due in no small part that they were not acting upon a hostile mind."

"So you wish me to infiltrate the forge, perhaps in conjunction with the plan of divine sacrifice I presented at the conference?" You ask, allowing your eagerness to seep into your voice. Finally a chance to do more than chip at the Brazen Throne's power.

"Not yet," the Shaitan Lord temporizes. "We wish the Efreeti to suspect we were no more able to piece together our agent's memories than they were. However, to maintain that secrecy, we would prefer not to use existing assets of the Peerless Empire to setup for the raid, lest some of them already be compromised without our knowledge."

"So you need me to build a web of agents in the City of Brass?" you muse, the words only half a question.

"Yes, though say rather that we request it," comes the diplomatic reply. "We do have other possibilities."

You nod in understanding. "How soon would you need these preparations done?"

"Within three months would be preferred." He must have read the surprise on your face at how relatively swiftly they are willing to act when their wars could stretch on for thousands of mortal years, for he explains, "We are pressing the enemy strongly now, best to converge our blows in this moment of weakness."

What do you reply?

[] Accept the mission

[] Refuse the mission

[] Ask more questions
-[] Write in

[] Write in


OOC: I was really tempted to stop the update after leaving the Plane of Air, but I did not have a vote so I pushed on. I hope the update does not feel too fragmentary because of it.
 
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How about an air show interlude during the festival? It can have raven Constructs, Elemental Wyrmlings, Calpina, Dragons, Griffons, etc. That would be a crowd pleaser.

With their speed and maneuverability, the Griffons could but on an amazing show.

Sure, that sounds cool.

@DragonParadox, I think you should threadmark the darkenbeast sketch under Media. It's a work of art afterall.

I already added it to the front page darkenbeast desctiptiion under magical subjects, plants.
 
"So you need me to build a web of agents in the City of Brass?" you muse, the words only half a question.

"Yes, though say rather that we request it," comes the diplomatic reply. "We do have other possibilities."

You nod in understanding. "How soon would you need these preparations done?"

"Within three months would be preferred." He must have read the surprise on your face at how relatively swiftly they are willing to act whose wars can stretch on for thousands of mortal years, for he explains. "We are pressing the enemy strongly now, best to converge our blows in this moment of weakness."
well, first we'd need everything they know of the City.
How common mortals are, how fire-influenced the inner city is (does everyone need immunity or is resistance enough?), how absolute the Sultan's power is in there (any Efreeti coming close to being rivals, any cults not to the Sultan, maybe of Ymeri or Kossuth?).

Infiltrating this City with mostly mortal agents might be merely hard, or impossible, depending on the details.
 
Ah, and yet more fascinating stuff about Yss' nature.
I just love reading this sort of stuff, really.

Also, @DragonParadox, we kinda wanted to hire bards at AK?
And by "we" I mean Azel, but who am I to argue really...

As for the job?
Well, we can set on dealing with rogues of that place at the end of next month. A few days of personal attention every now and again should do it...

It is really rather inconvenient to be the sort of thing we'd actually have to dedicate stretches of time to, instead of hit-and-loot operations we are so good at.
 
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Well, we can set on dealing with rogues of that place at the end of next month. A few days if personal attention every now and again should do it...
We first have to get in.

We can't use our usual personas, we can't be a dragon, we propably need to get in as a trader or craftsman, discrete enough not to draw serious attention, but also good/rich enough to get through the gates quickly instead of being stuck on the Bazaar and waiting in line.
 
well, first we'd need everything they know of the City.
How common mortals are, how fire-influenced the inner city is (does everyone need immunity or is resistance enough?), how absolute the Sultan's power is in there (any Efreeti coming close to being rivals, any cults not to the Sultan, maybe of Ymeri or Kossuth?).

Infiltrating this City with mostly mortal agents might be merely hard, or impossible, depending on the details.
We have some Azers who entered our service rather than rely on the mercy of the Brazen Throne. They may or may not be helpful in this.

The Erinyes would also be excellent for this mission. They have all the necessary skills, the Fire Immunity, and the equipment to help pull it off smoothly. Devils are extremely common in the City of Brass, as well, so their undisguised presence would be unlikely to garner much attention.

Whoever else we have operating there will need long-term protection from Fire and the other unpleasant environmental effects of the Plane. Malarys, perhaps? He could prepare the necessary spells for himself and someone else; maybe Garin?

We should ask if it would be possible to borrow a few more Mind Blank items as well. Whoever is involved in this beyond the mook level of hired Plane of Fire stooges will need to be protected from Divinations as thoroughly as possible. All of the Companions will be warded by this time next month, but we'll need to be able to protect at least a few others for the duration of the mission.

@Azel Do you think we could set up an extraplanar Inquisition base in the cave system linked to our mirror portal? It's relatively close to the Bazaar of Beggars and City of Brass, fairly well hidden, and its location should still be secret.
 
Oh, and speaking of that - @DragonParadox, did Shaitan made any advancements on the matter, seeing as we have offered it to them before?
Do they not need it? :/
The mirror portal is likely being kept in mind for a final assault of some kind.

@DragonParadox, I had some questions on breeding for our Skyborn Griffons.

1. What is their normal rate of breeding? How many eggs do they lay, and how often are they laid?
2. How is this enhance assuming that all of them have Bloodwished fertility?
3. How many eggs have been currently laid?

Also, when's a good time to settle a vote to make Dalla search for normal Prime Material Griffons for us?
 
well, first we'd need everything they know of the City.
How common mortals are, how fire-influenced the inner city is (does everyone need immunity or is resistance enough?), how absolute the Sultan's power is in there (any Efreeti coming close to being rivals, any cults not to the Sultan, maybe of Ymeri or Kossuth?).

Infiltrating this City with mostly mortal agents might be merely hard, or impossible, depending on the details.
The City of Brass itself is just barely hospitable to mortal life. It's kept merely survivable so that slaves don't perish, but are never even close to comfortable.

Our people will still need high level fire resistance or immunity, though, due to the threat posed by the inhabitants and the environment beyond the city's walls.
 
The Erinyes would also be excellent for this mission. They have all the necessary skills, the Fire Immunity, and the equipment to help pull it off smoothly. Devils are extremely common in the City of Brass, as well, so their undisguised presence would be unlikely to garner much attention.
That is only true if their cut connection to hell isn't easily discernible. Didn't their wing color change after the ritual, or am I misremembering?
 
That is only true if their cut connection to hell isn't easily discernible. Didn't their wing color change after the ritual, or am I misremembering?
That shouldn't be discernible at all outside of Mammom himself, an Avatar, or perhaps an equally ranked Devil. The color of their wings did not change, but if it did, they could simply use their Greater Ribbons of Disguise to change it back.
 
@DragonParadox where are the the plant manta rays? I can't find them, unless you put them as part of the leaf rays.

If you did, then you should probably seperate them because the leaf rays are flyers and are different species from the manta rays (which are aquatic and don't reproduce the same way).

You got them mixed up when you first mentioned them as well right?
 
Oh, and speaking of that - @DragonParadox, did Shaitan made any advancements on the matter, seeing as we have offered it to them before?
Do they not need it? :/

They did not use it yet. As an asset once they use it in a major way they risk revealing it


The mirror portal is likely being kept in mind for a final assault of some kind.

@DragonParadox, I had some questions on breeding for our Skyborn Griffons.

1. What is their normal rate of breeding? How many eggs do they lay, and how often are they laid?
2. How is this enhance assuming that all of them have Bloodwished fertility?
3. How many eggs have been currently laid?

Also, when's a good time to settle a vote to make Dalla search for normal Prime Material Griffons for us?
  1. They have normal griffon fertility
  2. Twice as many
  3. 16 eggs
 
What other questions should I add?

[X] Accept the mission
-[X] Ask more questions, after assuring Mahuroos Tepan that any information shared with us will remain Need-to-Know among our people, and even then only shared with those protected by Mind Blank.
--[X] We will need all of the intelligence the Shaitan have on the City of Brass; this includes information on criminal enterprises, officials who can be bribed (and who can be bribed and actually expected to stay bought), etc.
--[X] Any agents they have in the City of Brass or nearby; we don't need to interact with them, but if the Shaitan fear treachery, we at least need to know who to avoid.
--[X] Information the Shaitan have gathered on the City itself, including any schematics for important buildings, warding schemes, guard composition, etc, especially for the Forge of Agony itself.
--[X] Ask to borrow as many Mind Blank items as the Shaitan can spare for this mission. We've been purchasing them as quickly as possible, but the war efforts will soon drastically slow the rate in which we can commission them.
--[X] Do the Shaitan have any intentions of utilizing the cave network linked to the Mirror Portal, or the portal itself, in upcoming efforts against the Efreeti?
--[X] Was any useful information retrieved from the Efreeti trapped in the Soul Gem we recently passed on to the Shaitan?
--[X] What is the absolute longest completion of this mission can be delayed without compromising the effectiveness of the combined offensive against the Efreeti?
 
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@DragonParadox where are the the plant manta rays? I can't find them, unless you put them as part of the leaf rays.

If you did, then you should probably seperate them because the leaf rays are flyers and are different species from the manta rays (which are aquatic and don't reproduce the same way).

You got them mixed up when you first mentioned them as well right?

They have not been added to the front page yet. Will fix in the morning.
 
@DragonParadox Is there a post of the specifications of the Harbinger construct? I can't remember seeing it anywhere.

Here you go:

The Harbinger, CR 17
N Huge Construct
Init 4, Senses Darkvision 120ft, Blindsense 60ft;

Defense
AC 35/36 (Flying), touch 12, flat-footed 31 (-2 size, +4 Dexterity, +23 natural) + 1 (Dodge, Flying)
HP 188 (24d10+40)
Fort +8, Ref +12 (+1 while flying), Will +11
DR 15/Valyrian Steel, Fast Healing 10 (may reattach bodyparts)
Immune: construct traits, magic
Spell-Like Abilities (CL 15th)
Constant - Fire Eyes, Aerial Alacrity, Tongues
At will - Voice of the Dragon (DC 18), Elemental Darts (Fire only) (DC 16), Firebrand (DC 19), Greater Thunderstomp, Arcane Sight
3/day - Blinding Breath, Greater Dispel Magic

Offense:
Speed 40 ft., fly 230ft. (normal)
BAB/Grapple: +18/+36
Melee: Bite +28/+28/+28 (2d8 + 1d6 (Fire) + 10), Wings +26/+26 (1d8 + 1d6 (Fire) +5), Tail Slap +26 (2d6 + 1d6 (Fire) + 10)
Space 15 ft.; Reach 10 ft.; 15ft. with bites
Special Attacks: 3 breath weapons (50-ft cone, DC 26 Reflex, 10d10 fire, each usable every 1d4 rounds); Inferno.

Statistics:
Str 30, Dex 18, Con -, Int 16, Wis 16, Cha 18
BAB/Grapple: +18/+36
Feats: Cleave, Multiattack, Fly-By Attack, Power Attack, Fly-By Breath, Quicken SLA (Fire Darts), Strafing Breath (B), Hover (B)
Skills: Bluf +19, Diplomacy +45, Intimidate +43, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +16, Knowledge (Geography) +15, Knowledge (History) +15, Knowledge (Law) +30, Knowledge (Local) +15, Knowledge (Nature) +16, Knowledge (Nobility) +15, Knowledge (Religion) +18, Knowledge (Planes) +18, Spellcraft +20

Skill ranks: Diplomacy 27, Bluff 5, Intimidate 27, Sense Motive 27, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 3, Knowledge (Geography) 2, Knowledge (History) 2, Knowledge (Local) 2, Knowledge (Nature) 3, Knowledge (Nobility) 2, Knowledge (Religion) 5, Knowledge (Planes) 5, Knowledge (Law) 15, Spellcraft 5

Racial: +12 in Knowledge (Law)
Synergy: +4 Diplomacy from Bluff and Sense Motive, +2 Intimidate from Bluff, +2 Spellcraft from Arcana
Magic: +10 Enhancement on Diplomacy, Bluff, Intimidate, all default Knowledges and Spellcraft.

Languages: Tongues

Special Abilities:
Frightful Presence (Ex): The ability takes effect automatically whenever the Harbinger attacks, charges, or flies overhead. Creatures within a radius of 180 ft are subject to the effect if they have fewer than 24 HD. A potentially affected creature that succeeds on a Will save (DC 26) remains immune to the Harbinger's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of the Harbinger.

Immunity to Magic (Ex): The Harbinger is immune to spells or spell-like abilities that allow spell resistance, except his own spell-like abilities. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Harbinger down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Harbinger and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Harbinger to exceed its full normal hit points, it gains any excess as temporary hit points. A Harbinger gets no saving throw against fire effects. The Harbinger may heal itself with its own SLAs and Breath Weapon.

Fire Aura (Ex): The Harbinger is surrounded by an aura of intense heat. All creatures that strike the Harbinger take 1d6 points of fire damage each time they do so, unless they use a Reach weapon. If they do so with manufactured weapons, the weapons also take damage. Furthermore, all of the Harbinger's natural attacks deal an additional 1d6 Fire damage. This effect can be turned on and off as a free action.

Three Heads (Ex): May attack with all three bites at the end of a charge.

Wildfyre (Su): All Fire damaged dealt by the Harbinger is considered to have the Searing Property. Furthermore, once per day, he can add the effects of the Fire Mastery feat to any one attack that deals Fire damage.

Programmed Lore (Ex): The Harbinger my Take 10 on a Knowledge or Spellcraft check as long as it has ten uninterrupted minutes to go through its memory archives, and the DC of the check is no higher than 30.

Inferno (Su): Three times per day as a Full Round action, the three heads of the Harbinger can combine their breath weapons for a devastating attack. This ability affects a 70ft cone and deals 18d10 fire damage, DC 28 Reflex save for half. He cannot use his breath weapons for 3d4 rounds after using this ability.

Improved Grab (Ex): To use this ability, the Harbinger must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Cost: 15500 lbs of Valyrian Steel, Wildfyre Orb, 40000 IM in enchanting materials.
 
@DragonParadox where are the the plant manta rays? I can't find them, unless you put them as part of the leaf rays.

If you did, then you should probably seperate them because the leaf rays are flyers and are different species from the manta rays (which are aquatic and don't reproduce the same way).

You got them mixed up when you first mentioned them as well right?
Here they are;
Advanced Plant-Imbued Gigantean Manta Ray (CR 6)
Size/Type: Colossal Plant (Aquatic, Augmented)
Hit Dice: 12d8+120 (174 HP)
Initiative: +2
Speed: Swim 180 ft.
AC: 21 (-8 Size, +2 Dex, +17 Natural), Touch 4, Flat-Footed 19
Base Attack +9
Attack: Tail Slap +18 (2d6+25)
Space: 30 ft./30 ft.
Special Attacks: Spell-like Abilities, Trample (2d8+25, DC 33)
Special Qualities: Fast Healing 5, DR 15/Magic, Plant Immunities, SR 17, Blindsense 30 ft., Darkvision 60 ft., Low-light Vision
Saves: Fort +18, Ref +6, Will +9
Abilities: Str 44, Dex 15, Con 31, Int 14, Wis 20, Cha 13
Skills: Listen +20, Spot +20, Survival +20, Swim +40; Racial Modifiers +8 Swim
Feats: Ability Focus (Sunburst), Improved Bull Rush, Power Attack, Quicken Spell-Like Ability (Entangle), Swim-by-Attack
Languages: Aquan, Common, Sylvan
Alignment: Neutral

Immunities (Ex): Plant-Imbued Gigantean Manta Rays are immune to mind-effecting affects (Charms, Compulsions, Morale effects, Patterns, and Phantasms), Paralysis, Poison, Polymorph, Sleep, and Stun. They are also Immune to Disease.

Acute Senses (Ex): Plant-Imbued Gigantean Manta Rays can instantly sense anything within 60 feet; they cannot be flanked or surprised and gain Improved Uncanny Dodge as if they possessed rogue levels equal to their Hit Dice. They can also detect invisible foes or opponents in obscuring conditions allowing them to strike without any miss chance.

Trample (Ex): As a Full-Round Action, a Plant-Imbued Gigantean Manta Ray can attempt to Overrun any creature that is Gargantuan-sized or smaller. This works just like the Overrun combat maneuver, but the Plant-Imbued Gigantean Manta Ray does not need to make a check, it merely has to move over opponents in its path. Targets of the Trample suffer 2d8+25 points of damage. Targets of the Trample can attempt a DC 33 Reflex save to take half damage. A Plant-Imbued Gigantean Manta Ray can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Spell–Like Abilities (CL 12): At will: Freedom of Movement (Self and passengers only), 3/Day: Quickened Entangle(DC 16), Magic Fang, 1/Day: Sunburst(DC 25), Tree Stride(Aquatic Plants Only)

We grew ten of them in our initial order.
 
Here you go:

The Harbinger, CR 17
N Huge Construct
Init 4, Senses Darkvision 120ft, Blindsense 60ft;

Defense
AC 35/36 (Flying), touch 12, flat-footed 31 (-2 size, +4 Dexterity, +23 natural) + 1 (Dodge, Flying)
HP 188 (24d10+40)
Fort +8, Ref +12 (+1 while flying), Will +11
DR 15/Valyrian Steel, Fast Healing 10 (may reattach bodyparts)
Immune: construct traits, magic
Spell-Like Abilities (CL 15th)
Constant - Fire Eyes, Aerial Alacrity, Tongues
At will - Voice of the Dragon (DC 18), Elemental Darts (Fire only) (DC 16), Firebrand (DC 19), Greater Thunderstomp, Arcane Sight
3/day - Blinding Breath, Greater Dispel Magic

Offense:
Speed 40 ft., fly 230ft. (normal)
BAB/Grapple: +18/+36
Melee: Bite +28/+28/+28 (2d8 + 1d6 (Fire) + 10), Wings +26/+26 (1d8 + 1d6 (Fire) +5), Tail Slap +26 (2d6 + 1d6 (Fire) + 10)
Space 15 ft.; Reach 10 ft.; 15ft. with bites
Special Attacks: 3 breath weapons (50-ft cone, DC 26 Reflex, 10d10 fire, each usable every 1d4 rounds); Inferno.

Statistics:
Str 30, Dex 18, Con -, Int 16, Wis 16, Cha 18
BAB/Grapple: +18/+36
Feats: Cleave, Multiattack, Fly-By Attack, Power Attack, Fly-By Breath, Quicken SLA (Fire Darts), Strafing Breath (B), Hover (B)
Skills: Bluf +19, Diplomacy +45, Intimidate +43, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +16, Knowledge (Geography) +15, Knowledge (History) +15, Knowledge (Law) +30, Knowledge (Local) +15, Knowledge (Nature) +16, Knowledge (Nobility) +15, Knowledge (Religion) +18, Knowledge (Planes) +18, Spellcraft +20

Skill ranks: Diplomacy 27, Bluff 5, Intimidate 27, Sense Motive 27, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 3, Knowledge (Geography) 2, Knowledge (History) 2, Knowledge (Local) 2, Knowledge (Nature) 3, Knowledge (Nobility) 2, Knowledge (Religion) 5, Knowledge (Planes) 5, Knowledge (Law) 15, Spellcraft 5

Racial: +12 in Knowledge (Law)
Synergy: +4 Diplomacy from Bluff and Sense Motive, +2 Intimidate from Bluff, +2 Spellcraft from Arcana
Magic: +10 Enhancement on Diplomacy, Bluff, Intimidate, all default Knowledges and Spellcraft.

Languages: Tongues

Special Abilities:
Frightful Presence (Ex): The ability takes effect automatically whenever the Harbinger attacks, charges, or flies overhead. Creatures within a radius of 180 ft are subject to the effect if they have fewer than 24 HD. A potentially affected creature that succeeds on a Will save (DC 26) remains immune to the Harbinger's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of the Harbinger.

Immunity to Magic (Ex): The Harbinger is immune to spells or spell-like abilities that allow spell resistance, except his own spell-like abilities. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Harbinger down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Harbinger and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Harbinger to exceed its full normal hit points, it gains any excess as temporary hit points. A Harbinger gets no saving throw against fire effects. The Harbinger may heal itself with its own SLAs and Breath Weapon.

Fire Aura (Ex): The Harbinger is surrounded by an aura of intense heat. All creatures that strike the Harbinger take 1d6 points of fire damage each time they do so, unless they use a Reach weapon. If they do so with manufactured weapons, the weapons also take damage. Furthermore, all of the Harbinger's natural attacks deal an additional 1d6 Fire damage. This effect can be turned on and off as a free action.

Three Heads (Ex): May attack with all three bites at the end of a charge.

Wildfyre (Su): All Fire damaged dealt by the Harbinger is considered to have the Searing Property. Furthermore, once per day, he can add the effects of the Fire Mastery feat to any one attack that deals Fire damage.

Programmed Lore (Ex): The Harbinger my Take 10 on a Knowledge or Spellcraft check as long as it has ten uninterrupted minutes to go through its memory archives, and the DC of the check is no higher than 30.

Inferno (Su): Three times per day as a Full Round action, the three heads of the Harbinger can combine their breath weapons for a devastating attack. This ability affects a 70ft cone and deals 18d10 fire damage, DC 28 Reflex save for half. He cannot use his breath weapons for 3d4 rounds after using this ability.

Improved Grab (Ex): To use this ability, the Harbinger must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Cost: 15500 lbs of Valyrian Steel, Wildfyre Orb, 40000 IM in enchanting materials.
@DragonParadox, TNE has been updating the Harbinger when needed in this post:

The Harbinger

Among other things, it's Lawful Neutral rather than just Neutral.
 
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