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NPC 71

Dread Bones. Abbey Crypt room 4 (Bone devil Rogue Pathfinder CR 15 )

Dread Bones is a 9ft tall, 500lbs bone devil, he led the assault on the Abbey killing well over 20 monks with his claws and sting. The Devil actually got to the library and killed the Simon the Abbot, but not before Simon managed to lay down his curse. sealing the library and the abbey for over two hundred years. The curse has effected Dread Bones teleport ability, the demon can only teleport within the crypt and cannot use the summoning ability.
Dread bones can feel the power of the curse weakening, he reckons that in another 50 years the knowledge of the library will be his, thus making him one of the most powerful and dreaded beings in Hell.
The devil will do its uppermost to stop anyone else entering the library, the door of which he guards. In battle it will use his wall of ice ability to try and split the party, major image to confuse them in to attacking the wrong version of itself, and then invisibly teleport into the weakest party members and use the sting attack from surprise giving an extra 3d6 sneak bonus. After every attack Dread Bones will turn invisible as a free action using the quickened invisibility. If its opponent can see invisible, Dread Bones will use the improved feint ability to make a sneak attack.

The door to the library will only open once Dread Bones has been vanquished.

Name Dread Bones

Devil, Bone (Osyluth) CR 15
XP 51200
Lawful Evil Large Outsider
Rogue level 5 (skill points 60) Bluffer
Init +12; Senses Darkvision 60, See in darkness, Telepathy 100; Perception +19
Aura Fear DC(21) aura 5ft radius free action

DEFENSE

AC 32, Touch 17, flat footed 24 (+0 No Armour, +0 Shield, none)
(+8 Dex, +15 Natural, -1 size)
hp 178 (12d10+5d8+85+5);
Fort +14, Ref +20, Will +9
Damage reduction 10/good, Immunity to fire and poison, Resistance to acid 10, cold 10, Spell Resistance 21

OFFENSE

Speed 40
Melee
Single Attack Bite +22 (1d8+5/19-20)
Full Attack
Bite +22 (1d8+5/19-20)
2 Claw +22 (1d4+5)
Sting +22 (2d6+5)
Space 10ft.; Reach 10ft.
Special Attacks
Poison DC(21) Sting 1/round for 6 rounds 1d3 str; cure 2 consecutive saves.,
Spell-like Abilities At will teleport, dimensional anchor, fly, quickened invisibility,
Summon 1/day either 2d10 lemures 50%, Bone devil 35%
Sneak Attack Sneak attack at an extra (D6) 3
Spell-like Abilities
Spell-like Abilities (CHR) 3rd DC(18) at will Major Image
Spell-like Abilities (CHR) 4th DC(19) at will Wall of Ice

STATISTICS

Str 21, Dex 26, Con 20, Int 18, Wis 15, Chr 20
Base Attack 15 CMB 21; CMD 39
Feats
Bleeding Attack: 1 point / d6 sneak damage per round bleeding ,
Weapon Finesse: Use Dex instead of Str for melee attack to hit,
Alertness: +2 Perception +2 Sense motive,
Armour Prof Light,
Combat Expertise: Can trade attack bonus for AC (max +5),
Combat Reflexes: Dex mod additional attacks of opportunity,
Improved Critical: Doubles critical chance of weapon,
Improved Feint: Feint in combat as a move action,
Improved Initiative: +4 Initiative checks,
Iron Will: +2 on will saves,
Quicken Spell Like Ability: One ability to be quickened,
Simple Weapon Proficiency,
Skill Focus (Bluff): +3 Bluff
Skills Acrobatics 27, Appraise 13, Bluff 24, Climb 10, Diplomacy 18, Disable Device 9, Disguise 12, Escape Artist 13, Fly 24, Intimidate 23, Know Dungeon 9, Know Local 13, Linguistics 23, Perception 19, Sense Motive 19, Sleight of Hand 14, Spellcraft 17, Stealth 19, Swim 9, Use Magic Device 13
Languages Telepathy

ECOLOGY

Environment Nine Hells of Baator
Organization Solitary, Team 2-4, Squad 6-10
Treasure Standard

SPECIAL ABILITIES

Evasion Reflex save no damage instead of 1/2
Trap Sense Reflex save and AC when dealing with traps bonus 1
Trapfinding Can find magical traps
Uncanny Dodge Retains Dex bonus if flat footed

MAGIC ITEMS (max value 34800)

Amulet of natural armour (+4) +4 Nat armour (32000gp)

Total Value = 32000

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