Antonio


Shortly after the last dinosaur gasp its final breath Mordicai went into a deep slumber. Some 60 million years later he crawled out from his pit and discovered the world had changed and Antonio was there to greet him. Antonio has probably known Mordicai longer than anybody alive (or undead), ever since they knew each other in the Wasteland.  If the two of them come to your neighborhood you should probably lock your doors up tight.  It won't stop them, but it might buy you enough time to tell your family you loved them.  If you have your family on speed dial.

 

 

If magic were real, and we lived in a D&D world lots of people would be sorry I ever came to thier town.

 

 

Antonio Vistcoatis, Male Human Ftr3/Clr5/PiTemplar8: CR 19; Medium Undead

 

Hit Points 181; Init +5; Speed 20

 

AC:28 (Flatfooted:27 Touch:13)(Magic Vestment +2 AC=30)

 

      (20% miss chance (Ech)[Minor Cloak of Displacement])

 

Attack: +25/20/15 base melee, +16/11/6 base ranged; +30/25/20 (2d6+20, +3 Adamantine Greatsword)

 

 

 

SA: Fear Aura continuous [Will save DC:21](Su),

 

Abyssal Blast 1/day [Ref save DC:21 for ½ Damage = 16d6 ½     fire, ½ Divine] (Su)

 

Smite Good 2/day (Ex)[+8 damage]

 

    Touch of Death (Su) [Will save DC:21 for ½ and no Con damage

 

    Damage = 1d8+3 + 1 Con]

 

 

 

SQ: Immunity: Cold (Ex), Immunity: Electricity (Ex),

 

    Immunity: Polymorph (Ex), Immunity: Turning (Ex),

 

    Immunity: Mind-effecting effects, Poison, Sleep, Paralysis,

 

             Stunning, Disease, Death Effects, Suffocation,

 

             Necromantic Effects, Critical Hits, Ability Damage

 

             Energy Drain, Massive Damage, Subdual Damage

 

             Anything that requires Fort saves unless it works

 

             On objects as well.

 

    Acid 5 (Ech), Fire 20 (Ech), Sonic 10 (Resist Energy Sp)

 

    Immunity: Slow, Solid Fog, Web, Grappling, and Pinning(Ech)

 

    Summon Mount [8 hit die Nightmare](Su)

 

    Undead Followers [1d6 ghouls, 1d4 ghast, 1d4 wrights,

 

    1d12 medium skeletons] + any controlled or summoned.

 

    Darkvision 60’ (Su) 

 

    Rebuke Undead 6/day (Ex)

 

 

 

Damage Reduction (Su): 10/Magic, 7/- 

 

Spell Resistance (Su): 26

 

Alignment: LE

 

Fort +20, Ref +12, Will +22

 

STR 30, DEX 12, CON --, INT 16, WIS 18, CHA 16

 

Skills: Climb +15, Concentration +12,Diplomacy +4, Disguise +4, Gather Information +4, Heal +5, Hide -2, Intimidate +4, Jump +7, Knowledge (Forbidden Lore) +6, Knowledge (Religion) +16, Knowledge (The Planes) +11, Listen +14,Search +4, Sense Motive +5,Spellcraft +11, Spot +14, Survival +5, Swim +7.

Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Extra Slot, Greater Resiliency, Greater Weapon Focus: Greatsword, Improved Critical: Greatsword, Improved Initiative, Martial Weapon Proficiency: Greatsword, Power Attack, Practiced Spellcaster, Shield Proficiency, Simple Weapon Proficiency, Spellcasting Prodigy, Thick-Skinned, Tower Shield Proficiency, True Believer, Weapon Focus: Greatsword, Weapon Specialization: Greatsword.

 

Spells Prepared (Clr 5/4/3/3): 1st - Divine Favor, Protection from Good (d), Shivering Touch, Lesser x2, Summon Undead I; 2nd - Desecrate (d), Protection from Positive Energy, Resist Energy, Summon Undead II; 3rd - Magic Vestment (d), Shivering Touch x2, Weapon of Energy.

(PiTemplar --/3/3/2/2): 1st - Inflict Light Wounds x3; 2nd - Inflict Moderate Wounds x3; 3rd - Inflict Serious Wounds x2; 4th - Inflict Critical Wounds x2.

 

Possessions:

 

Weapons: +3 Adamantine Greatsword: Enfeebling, Spell Storing, Unholy.

Armor: +2 Adamantine Full plate: Improved Fire Resistance,  Everbright.

Goods: Coin: gp (1300) (1,300 gp).

Magic: Wondrous: Belt of Giant Strength +6; Wondrous: Boots of Speed; Wondrous: Cloak of Displacement, Minor; Wondrous: Hand of Glory; Wondrous: Helm of Teleportation; Wondrous: Ioun Stone, Pale Green [Prism]; Ring: Freedom of Movement; Wondrous: Vest of Resistance +5; Ring: Feather Falling; Ring: Protection +2.