Nirah, Champion of Yss, Voice of the Timeless One
Advanced Divine Cleric Creature Sea Serpent (CR 20)
Size/Type: Gargantuan Magical Beast (Aquatic, Cold)
Hit Dice: 15d10 + 255 (337 HP)
Initiative: +4 (Improved Initiative) + 9 (DEX) = +13
Speed: Ground: 20 ft + 30 ft (Haste) = 50 ft, Swim: 60 ft + 30 ft (Haste) = 90 ft
Armor Class: 46 (-4 Size, +9 Dex, +24 Natural, +1 Dodge, +6 Shield), Touch 22, Flat-Footed 36
; +5 vs Ranged
Base Attack/Grapple: +15/+35
Attack: Bite +33 (4d8+35 plus Grab & Poison), Tail Slap +31 (3d8+10 plus Grab)
Full Attack: Bite +33/+33 (4d8+35 plus Grab & Poison), Tail Slap +31 (3d8+10 plus Grab)
Space/Reach: 20 ft./20 ft.
Special Attacks: Capsize, Constrict (3d8+20), Swallow Whole (8d6+20 Bludgeoning damage, AC 18, HP 18), Poison (1d6/1d6 STR damage, Fort DC 38 negates), Breath Weapon (Every 1d4 rounds, 60 foot cone, 15d6 Acid damage, Reflex DC 38 for half damage), Frightful Presence (20 ft radius, Will DC 26 negates)
Special Qualities: DR 10/Magic, Fast Healing 5, SR 27, Darkvision 120 ft, Low-Light Vision, Immune to Acid & Cold, Resist Fire 30, Immunity to Mind-Affecting effects, Telepathy 100 ft, Resist Electricity 5
Saves: Fort +34, Ref +26, Will +22
Abilities: Str 48(
52), Dex 24(
28), Con 39(
44), Int 18(
20), Wis 22(
28), Cha 18(
20)
Skills: +35 Concentration, +10 Knowledge (Arcana), +23 Knowledge (Religion), +10 Knowledge (The Planes), +15 Listen, +27 Sense Motive, +25 Spellcraft, +19 Spot, +31 Swim
Feats: Divine Metamagic,
Extra Turning (x2),
Improved Initiative,
Multiattack,
Quicken Spell,
Silent Spell,
Spellcasting Prodigy,
Still Spell
Languages: Celestial, Draconic, Infernal, Truespeech
Alignment: Lawful Neutral
Capsize (Ex): The Divine Serpent can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain's Profession (Sailor) check, whichever is higher.
Prepared Divine Spells (Caster Level 15): Spell DC = 10 + 9 (WIS) + 1 (SP) + 4 (MoL) + spell level
Level 0: (6/day):
Detect Poison,
Detect Magic,
Light,
Mending,
Message,
Read Magic
Level 1: (4+3/day):
Barbed Serpent Chains,
Clarion Call,
Conviction,
Divine Favor,
Entropic Shield,
Shield of Faith,
Sign
Level 2: (4+3/day):
Augury,
Boneshaker,
Close Wounds x2,
Divine Insight,
Ironskin,
Resist Energy
Level 3: (4+2/day):
Alter Fortune,
Battlemagic Perception,
Blindness/Deafness,
Deeper Darkness,
Hydrophobia,
Venomfire
Level 4: (4+2/day):
Air Walk,
Assay Spell Resistance,
Divination,
Divine Power,
Hallucinogenic Smoke,
Panacea
Level 5: (4+2/day):
Caustic Blood,
Constricting Coils,
Greater Command,
Revivify,
Righteous Might,
True Seeing
Level 6: (3+2/day):
Banishment,
Greater Dispel Magic,
Heal,
Invoke Deity,
Wind Walk
Level 7: (2+1/day):
Destruction,
Dictum,
Regenerate
Level 8: (1+1/day):
Nine Lives,
Shield of Law
Supernatural Abilities:
- Turn/Rebuke Undead (Su): 16/Day, the Divine Serpent can Turn or Rebuke Undead as a 15th level Cleric.
- Spontaneous Casting (Su): The Divine Serpent can spontaneously convert any prepared spell into a Cure or Inflict spell of the appropriate level.
- Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Spirit" effect.
Divine Serpent:
- Hasted (Su): The Divine Serpent benefits from a constant Haste spell effect.
- Reflective Hide (Su): Divine Serpent has a silvery sheen to its skin and is permanently protected by a Spell Turning effect.
- See in Darkness (Su): The Divine Serpent can see perfectly in darkness of any kind, even that created by Deeper Darkness spells.
- Enhanced Attributes (Ex): The save DC for each of the Divine Serpent's special attacks, spells, and spell-like abilities increases by +4 (already included in stats).
- Regrow limbs (Ex): If the Divine Serpent loses a limb, head, or body part, a new one grows in 1 round. It cannot be slain by a Vorpal weapon's head-severing ability.
- Truespeech (Su): The Divine Serpent can speak with any creature that has a language, as though using a Tongues spell (caster level equal to HD). This ability is always active.
- Raging Blood (Su): Each time damage is dealt to the Divine Serpent with a Piercing or Slashing attack, its blood sprays outward in a 5-foot cone, dealing 1d4 points of Acid damage to all within range (no saving throw). It is not harmed by its own blood.
- Spells: The Divine Serpent casts Divine spells from the cleric list and from the Protection, Strength, and War Domains as a 5th-level Cleric, though it does not gain extra Domain spell slots. This ability stacks with the spellcasting granted Cleric Creature template.
- Frightful Presence (Ex): When the Divine Serpent makes a loud hiss, it inspires terror in all creatures within 20 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 25) or become Shaken - a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to the Divine Serpent's frightful presence for 24 hours.
Animated Extreme Shield: AC Bonus: +3 + 3 (Enhancement) + 5 (vs Ranged), Weight: 25 pounds
- Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
- Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Crown of the Serpent Lord: +4 Strength, +4 Dexterity, +5 Constitution, +2 Intelligence, +6 Wisdom, +2 Charisma, +5 Resistance bonus to Saving Throws
- Use Prestidigitation, Greater Mage Hand and Unseen Servant At Will, and Celerity 1/Day
- 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.
- 1/Day: Negate Stun, Daze, Confusion, or Fascination (Does not include the effects of Chronomancy)
Mantle of Serpent Lord:
- 3/Day sacrifice a spell slot to use Summon Monster spell of same level
- You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
- Aspect of the Starry Sky:
- Glow as if affected with a Light spell at will.
- Convert any spell of 1st level and above to Magic Missile.
- Aspect of the Wide Earth:
- Convert any Spell of 5th level and above to Teleport.
- Carrying capacity is doubled.
- Aspect of the Sullen Sea:
- Hold breath for up to 12 hours before having to make a Constitution check.
- Convert any spell of 4th level and above to Freedom of Movement.
- Aspect of the Golden Sun:
- Immunity to blindness and dazzling effect
- Convert any spell of 3rd level and above to Fireball.
- Harmony of the Four Aspects:
- Benefit from Cold, Electricity, & Acid Resistance 5.
- Convert any spell of 5th level and above to Commune.
Equipment:
Animated Extreme Shield,
Crown of the Serpent Lord,
Mantle of the Serpent Lord, Mind Blank Ring
TOTAL: 26,752 IM (not including commissioned Mind Blank ring)