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NPC 72

Father Simon. Abbey Library (Human Ghost Monk Pathfinder CR 16)

Father Simon was the Abbot, the head monk at the Abbey of the True and the Wise. His appearance is of a slightly overweight man, shaved head and pale blue eyes.

The monks of this order spent their life searching for books , reading books and copying books. The library contains a copy of almost every book ever written.

As knowledge is power the abbey came to the notice of the lich Crattak who attacked the Abbey with an army, a mixture of undead and evil mercenaries. After a bitter fight the army fort its way into the abbey, through the crypt to the library.  There Father Simon, the last defender, stood his ground, fighting bravely until the sting of the Bone Devi “Dread Bones” took him in the back. With his last breath He proclaimed the curse to protect the library from evil hands.  The curse sealed off the library and imprisoned everyone  in the Abbey. Once in the Abbey grounds no one could leave.

Destroying Dread Bones brings the curse to an end. This means thousands of tons of rock are now about to fall on the abbey forever crushing it and destroying everything within.

Father Simon will be seated at a desk reading a book. He will not attack the party but will defend himself if attacked. If spoken to he will look up with a bit of  a start, he has not had any visitors for over two hundred years.  He will then sense the lifting of the curse, and demand to now what has happened.

As a reward for stopping the library fall into evil hands, Brother Simon is willing to find one book for each party member and let them keep it, time is at a precedence though, as he has only enough strength to keep the shield in place for as long as it takes to quickly collect the books and then let the party to escape. The party will hear the shield creaking and groaning as they run through the Abbey to safety.

Name Father Simon
Human Ghost CR 16
XP 76800
Lawful Neutral Medium Humanoid (Undead)
Monk level 14 (skill points 84) Monk
Init +6; Senses ; Perception +23
Aura Horrific appearance DC(18) 60ft range if viewed Fort save or lose 1d4 str, 1d4 con and 1d4 dex

DEFENSE

AC 20, Touch 20, flat footed 17 (+ No Armour, + Shield, none)
(+2 Dex, +6 Monk, +1 feats +1 Chr)
hp 91 (0d8+14d8+14+14);
Fort +10, Ref +11, Will +13

OFFENSE

Speed 40, fly 30ft.
Melee
Single Attack Unarmed strike +11 (2d6+1/19-20)
Full Attack
Unarmed strike +13/8/3 (2d6+1/19-20)
Unarmed strike +13/8 (2d6+1/19-20)
or Flurry of blows +13/13/8/8/3 2d6+1
Space 5ft.; Reach 5ft.
Special Attacks
Corrupting Gaze DC(18) 30ft blast.If meet gaze Fort save or 2d10 dam and 1d4 chr loss,
Corrupting Touch DC(18) 1d6 damage if hits,
Draining Touch DC(18) Drain 1-4 poins off any ability it chooses and heals 5pts to itself,
Frightful Moan DC(18) 30ft range Will save or be panicked for 2d4 rounds,
Malevolence DC(18) 1/round can merge its body acts as a magic jar CL10th Will save,
Manifistation DC(18) All ghosts have this ability. Becomes incorporeal on the material plane,
Other 0 May have 1-3 special attacks,
Other 1 choose from Corrupting gaze, Corrupting touch, Frightful moan,,
Other 2 Horrific appearance, Malevolence and Telekinesis,
Other add CHR bonus to AC as deflection bonus (not included) min +1,
Telekinesis DC(18) CL 12th (or ghosts if higher) once every 1d4 rounds
Ki Extra Attack for 1 point of Ki monk can have an additional attack with flurry of blows, free action
Ki Pool (Magic) Ki points = 1/2 level + WIS mod. Unarmed attack treated as magic weapons
Ki Strike (Lawfull) Unarmed is treated as a lawfull attack
Maneuver Training (Ex) Monk uses level in place of base attack bonus when calculating CMB

STATISTICS

Str 12, Dex 14, Con 0, Int 13, Wis 18, Chr 12
Base Attack 10 CMB 15 ;(grapple 17) ;CMD 31
Feats
Catch off Guard: No penalties for improvised melee weapons,
Combat Reflexes: Dex mod additional attacks of opportunity,
Deflect Arrows: Deflect one ranged attack per round,
Dodge: add 1 to AC ,
Improved Grapple: +2 bonus on grapple checks,
Alertness: +2 Perception +2 Sense motive,
Blind-fight: Re-roll miss chance for concealment,
Combat Expertise: Can trade attack bonus for AC (max +5),
Extra Ki: Increase Ki pool by 2 points,
Improved Critical: Doubles critical chance of weapon,
Improved Initiative: +4 Initiative checks,
Improved Trip: +2 bonus on trip CM and CMD attempts; no attack of opportunity,
Improved Two-Weapon Fighting: Get a second off hand attack at -5,
Improved Unarmed Strike: Considered armed even when unarmed,
Lunge: -2 to AC for 5ft extra reach,
Stunning Fist: Stun an opponent with unarmed strike Fort DC 10 +1/2 level +wisdom bonus,
Two-Weapon Fighting: Get extra attack at -2 to all attacks
Skills Acrobatics 19, Climb 18, Escape Artist 19, Fly 10, Intimidate 6, Know History 5, Know Religion 18, Perception 23, Ride 6, Sense Motive 23, Stealth 10, Swim 5
Languages Common

ECOLOGY

Environment Any
Organization Comapny 10-20, Band 30-100, Squad 4-8
Treasure Standard

SPECIAL ABILITIES

Rejuvenation When destroyed will reform in 2d4 days unless reason for the haunting is found
Adundant Step Dimension door 1 x per day
Diamond Body Immunity to Poisons
Diamond Soul Magic resistance 10 + monk level
Evasion Reflex save no damage instead of 1/2 1
Fast Movement Land Movement raised by 10
High Jump Add level to acrobatics checks to jump always running start, 1 point of Ki adds +20
Improved Evasion Only take half damage on a failed reflex save
Ki Dodge for 1 point of Ki monk can add +4 dodge bonus to AC for 1 round, free action
Ki speed for 1 point of Ki a monk can increase speed by 20ft for one round, free action
Purity of Body Immune to Natural Diseases
Slow Fall Can Fall upto (in feet) 70
Still Mind +2 vrs enchantment
Wholeness of Body Can heal 2 X monk level hps per day

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