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Dwarf, Dark Scion

Dark Scion Dwarf CR 8

This dwarf ’s shabby beard must hide more of the strange mutations and growths that pock its skin. Its eyes stare at you with a strange clarity that incites a little bit of curious fear within.

XP 4,800
Male dwarf (dark scion) antipaladin 8
CE Medium outsider (native)
Init +2; Senses darkvision 60 ft., blindsight 20 ft.; Perception +4
Aura cowardice (10 ft.), despair (10 ft.)

DEFENSE

AC 23, touch 12, flat-footed 21 (+7 armor, +2 Dex, +2 natural, +2 shield)
hp 85 (8d10+40)
Fort +14, Ref +8, Will +12; +2 vs. spells and spell-like abilities
Defensive Abilities alternate form, defensive training; DR 5/magic; Immune disease, fear, poison; Resist acid 10, cold 10, sonic 10; SR 14

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft.
Melee +1 longsword +13/+8 (1d8+4, Crit 19–20/x2) or +1 longsword +11/+9 (1d8+4, Crit 19-20/x2), shield bash +11 (1d4+1 plus bull rush) or tentacles +13 (1d6+3)
Ranged mwk composite (+3) longbow +11/+6 (1d8+3, Crit x3, Range 110 ft.)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
Special Attacks channel negative energy (DC 18, 4d6), cruelties (sickened, staggered), hatred (goblin, orc), plague bringer, smite good 3/day (+4 to attack and AC, +8 damage), touch of corruption (4d6, 8/day), whispers from the void
Antipaladin Spell-Like Abilities (CL 8th; concentration +12)

At willdetect good

Spell-Like Abilities (CL 8th; concentration +10)

3/dayblur, lesser confusion (DC 14)
1/daycall the void, touch of idiocy (DC 16), black tentacles

Antipaladin Spells Prepared (CL 4th; concentration +6)

2ndinvisibility, silence (DC 16)
1stdoom, protection from good

TACTICS

Before Combat A dark scion dwarf uses invisibility and silence to stalk foes.

During Combat Dark scion dwarves open combat with black tentacles to immobilize most of its enemies before wailing away at a spellcaster with smite good.

Morale At half hit points the dark scion dwarf ’s alternate form activates; it heals 3d8+8 and all creatures within line of sight take 1d6 Wisdom damage and are rendered shaken for 1 hour (DC 18 Will reduces Wisdom damage to 1 and shaken duration to 1d6 rounds).

STATISTICS

Str 16, Dex 15, Con 18, Int 8, Wis 14, Cha 18
Base Atk +8; CMB +11; CMD 23 (27 vs. bull rush/trip)
Feats Improved Shield Bash, Power Attack, Shield Slam, Two-Weapon Fighting
Skills Bluff +8, Disguise +8 (+10 dwarf), Intimidate +8, Knowledge (religion) +3, Perception +4 (+6 to notice unusual stonework), Sense Motive +6, Stealth +6; Racial Modifiers +4 Disguise (dwarf only); Armor Check Penalty -5
Languages Aklo, Common, Dwarven, telepathy 30 ft.
SQ aura of evil, fiendish boon (flaming or keen, 1/day), stonecunning, weapon familiarity
Combat Gear +1 keen flaming arrows (10), potion of alter self, potion of pass without trace; Other Gear +1 longsword, +1 chainmail, mwk composite (+3) longbow (30 arrows), mwk heavy steel shield

SPECIAL ABILITIES

Alternate Form

In its alternate form, a dark scion dwarf gains immunity to critical hits and precision-based damage and its statistics change as follows: Melee 2 tentacles +13 (1d6+3), 4 tentacles +8 (1d4+1).

Section 15: Copyright Notice

Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson