Bloom
Size/Type: Medium Outsider (Azata[Brijidine], Chaotic, Earth, Extraplanar, Fire, Good)
Hit Dice: 19d8+171 (260 HP)
Initiative: +7 (DEX)
Speed: 40 ft. + 30 ft (Channel Vigor) = 70 ft (Ground), Fly 60 ft. (Good)
Armor Class: 43
(+7 Dex, +4 Deflection, +13 Natural, +7 Wisdom, +1 Armor, +1 Dodge), Touch 30, Flat-Footed 28
Base Attack/Grapple: +19/+25
Attack: Obsidian Blade (+1 Keen Flaming Burst Longsword) +27 Melee (1d8+8; 17-20/x2, plus 1d6 Fire and Burn) OR Lava Blast +27 (16d6 Fire/Bludgeoning, plus Burn and Entrap)
Full Attack:
- Lava Blast +27 (16d6 Fire/Bludgeoning, plus Burn and Entrap)
- Unarmed Strike: +26/+26/+21/+16/+11 (1d8+6; x2, plus 1d6 Fire and Burn)
- Obsidian Blade: +27/+27/+22/+17/+12 (1d8+8; 17-20/x2, plus 1d6 Fire and Burn)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like Abilities, Flaming Body, Obsidian Blade, Heat Stone, Lava Blast, Entrap (DC 28), Burn (DC 28),
Trample (1d8+9, DC 25)
Special Qualities: Darkvision 60 ft., Low-Light Vision, Tremoresense 60ft, Damage Reduction 10/Cold Iron & Evil, Immunity to Fire & Electricity, Immunity to Petrification, Resist Cold 10, Spell Resistance 28, Vulnerable to Cold (+50% damage),
Immune to all death spells, magical death effects, and energy drain, and any negative energy effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use]
Saves: Fort +24, Ref +23, Will +21
Abilities: Str 20(
22), Dex 21(
24), Con 24(
28), Int 15(
16), Wis 18(
22), Cha 23(
26)
Skills: Craft (Sculpture) +25, Concentration +31, Escape Artist +29, Heal +28, Knowledge (Nature) +25, Knowledge (Planes) +25, Listen +28, Perform (Oratory) +30, Sense Motive +28, Spot 28
Languages: Celestial, Draconic, Ignan, Infernal, Terran,
Truespeech
Feats: Ability Focus (Holy Aura),
Cleave,
Combat Expertise,
Combat Reflexes,
Consecrate Spell-Like Ability,
Maximize Spell-Like Ability (Flame Strike),
Power Attack
Alignment: Chaotic Good
Spell-Like Abilities: 19th Caster Level
- Constant: Holy Aura (DC 28)
- At-Will: Flaming Sphere (DC 20), Heat Metal (DC 20), Meld into Stone (self only), Soften Earth and Stone, Stone Shape
- 5/Day: Cure Serious Wounds, Flame Strike (DC 23), Move Earth, Spike Stones (DC 22), Stone Tell, Summon Nature's Ally V (Earth and Fire Elementals only), Wall of Stone (DC 23)
- 3/Day: Earthquake, Fire Storm (DC 26), Heal, Stoneskin, Wall of Fire
Flaming Body (Su): A Brijidine's body is molten rock covered in dancing flames. Anyone striking a Brijidine with a natural weapon or Unarmed Strike takes 1d6 points of Fire damage. A creature that grapples a Brijidine or is grappled by one takes 6d6 points of Fire damage each round the grapple persists.
Heat Stone (Su): Whenever a Brijidine uses her
Meld into Stone,
Soften Earth and Stone,
Spike Stones,
Stone Shape, or
Wall of Stone spell-like abilities, she can have the affected stone radiate intense heat for 1 minute. Any creature within 5 feet of the stone takes 1d6 Fire damage per round.
Obsidian Blade (Ex): At will as a Free Action, a Brijidine can create a blade of jagged volcanic glass that functions as a +1
Flaming Burst Keen Longsword. One round after it leaves the Brijidine's grasp, the weapon decays into useless powder.
Lava Blast (Su): A Brijidine can hurl a glob of lava at a target as a Standard Action. This attack has a Range Increment of 30 feet, inflicts 8d6 Fire and 8d6 Bludgeoning damage, plus the
Burn and
Entrap conditions.
- Burn (Ex): Creature's subjected to a Brijidine's Burn ability must succeed on a DC 28 Reflex save (DC 10 + 1/2 Brijidine HD + Constitution modifier) or catch fire, taking 2d6 Fire damage for 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a Full-Round Action. Dropping and rolling on the ground grants a +4 bonus on this save.
- Entrap (Su): Creature's struck by a Brijidine's Lava Blast ability risk being Entrapped in solid stone. The target must make a DC 28 Fortitude save (DC 10 + 1/2 Brijidine HD + Constitution modifier) or become Entangled until the stone hindering their mobility is removed. A second Entrap attack means the target must make another DC 27 Fortitude save or become Helpless. A target made Helpless by this ability is conscious but can take no physical actions (except attempting to break free) until the stone is destroyed. The target can use spells with only Verbal components or Spell-Like Abilities if it can make a DC 20 Concentration check. An Entangled creature can make a DC 27 Strength check as a Full-Round Action to break free, but this increases to DC 32 for a Helpless creature. The stone has a Hardness of 8 and 30 Hit Points.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Torso" effect.
Equipment:
Amulet of the Awakened Mind (+4 WIS, +1 INT, +3 CHA), Anklets of Translocation, Cloak of the Hedge Wizard (Conjuration),
Crown of Freedom,
Earring of Arcane Acuity, Mind Blank Ring,
Monk's Belt of Healing Vigor (+3 DEX, +2 STR, +4 CON),
Ring of Protection from Energy (Cold),
Ring of Sustenance (Slotless),
Soulfire Mithral Bracers (+1), Talismans (x2 Sending Stones, x1 Plane Shift Charm, x1 Teleport Charm)
Anklets of Translocation: 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Cloak of the Hedge Wizard (Conjuration):
Crown of Freedom: 1/Day use the
Freedom of Movement spell for 70 minutes at 7th caster level.
Earring of Arcane Acuity:
- 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Monk's Belt of Healing Vigor: +3 Dexterity, +4 Constitution, +2 Strength
- Wearer gains the AC (Wisdom bonus + 1) and Unarmed damage of a 5th-level Monk.
- Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Ring of Protection from Energy (Cold):
- The wearer of this ring can apply the Protection from Energy (Cold) spell to themselves as a Standard Action at 10th caster level at will. Each application absorbs up to 120 points of Cold damage within a 100 minute duration.
Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects