Verisharan by Ogre_Bane
Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 11d8+33 (82 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 50 ft. (good)
AC: 21 (-1 size, +4 Dex, +8 natural)
Attacks: Long Sword +19/+14/+9 melee and Short Sword +19 melee or 2 claw +17 melee and bite +12 melee
Damage: Long Sword 1d8+9 and Short Sword 1d6+9, or claw 1d6+6 plus poison and bite 1d8+3 plus ability score loss
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Ability score loss, poison, spells, tongues
Special Qualities: Alternate form, damage reduction 20/magic and law, immunities (fire), resistance to energy (cold, electricity 20), spell resistance 21
Saves: Fort +10, Ref +11, Will +8
Abilities: Str 23, Dex 19, Con 17, Int 15, Wis 12, Cha 18
Skills: Concentration +16, Diplomacy +19, Disguise +19, Hide +14, Intimidate +14, Move Silently +14, Spot +16
Feats: Ambidexterity, Combat Casting, Improved Initiative, Two-Weapon Fighting

Environment: Any land, underground
Organization: Solitary
Challenge Rating: 13
Treasure: Double Standard
Alignment: Always chaotic evil
Advancement: 12-22 HD (Large); 23-33 HD (Huge)


The shape changing demon assassins of the outer worlds.

3.5 ready!

This monster appears to be a very tall humanoid with bright red scales. It has purple or scarlet wings that resemble bat wings. Its head looks to be a large boar head with green spittle dripping from its large tusks. The creature has long, wicked claws that drip viral poison and small, stubby tails that are too short to aid it in fighting.

In their true form, Verisharans resemble large, red-scaled demons. They have huge scarlet bat wings that allow them to fly amazingly well. Their faces resemble boar heads wth small tusks that are constantly dripping vile, green saliva. Their hands end in large claws that are sickened with deadly poison. They have small stubby tails which are useless to them for combat.

Verisharans can take on the form of any large or smaller humanoid. They often do this to gain entry to secret places for their targets. Verisharans can speak any language of an intelligent being. They favor elven or human male forms.

Combat
Verisharans rarely fight in their true forms, but if they do, it is a sight to be reckoned with. Verisharans attack with an unstoppable fury, clawing at anything in their path.

When Verisharans take on a form for an assassination, they normally take on an elven or human form. The form is always dual-wielding a +3 long sword and a +3 short sword. They can wield these with deadly precision also.

Poison (Ex): Along with the normal claw damage, Verisharans have a poison that secretes from their claws. If the verisharan hits with its claw attack, the victim must make a fortitude save (DC 18) or be stricken with the poison. Its primary damage is 2d4 Dex and secondary is 1d4 Con. This save is Constitution based.

Ability Score Loss (Su): The Verisharan's bite in its true form does 1d6 temporary Con damage in addition to normal bite damage unless a fortitude save DC 18 passes. This save is Constitution based.

Spells (Sp): Verisharans cast spells as 11th level sorcerers. They also have access to the Destruction domain to cast as sorcerer spells. The save DC for the spells is 14 + spell level.

Verisharans are only harmed by magical and lawful weapons. They also are completely immune to any fire based spell or attack. Verisharans also have a strong magic resistance. They have cold and electricity resistance 20.

Society
Verisharans serve as demonic assassins for their demon lords. They also serve deity-status powers when they are called upon.

Verisharans are often found in thieve's guilds serving human masters also. They hunt their prey patiently; constantly searching for the best opportunity to attack. Verisharans don't work well together.

A Verisharan's favored class is rouge.

This creature has not yet been play tested.
This is not a kender type creature.

 



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