Slake

Alzrius

The EN World kitten
Slake CR 33
Human primal vampire Fighter/Monk gestalt 25
LE Medium undead (augmented humanoid)
Init +21; Senses Darkvision 60 ft., Listen +52, Spot +52; Aura Aura of desecration 900 ft., moderate abjuration (daazzix’s vest), moderate transmutation (boots of speed), overwhelming abjuration (mantle of epic spell resistance), overwhelming evil, overwhelming lawful, strong abjuration (ring of sequestering and ring of greater universal energy resistance), strong conjuration (bracers of armor +8), strong evocation (amulet of mighty fists +5), strong transmutation (belt of magnificence +6)
Languages Common; all (tongue of the sun and moon)

AC 82, touch 71, flat-footed 69
hp 587 (25 HD) DR 25/epic, good, and silver; Fast Healing 30
Immune ability drain, any effect that requires a Fortitude save (unless it also affects objects or is harmless), cold, critical hits, ability damage to physical scores (Strength, Dexterity, and Constitution), death effects, death from massive damage, disease, electricity, energy drain, fatigue and exhaustion effects, mind-affecting effects, nonlethal damage, paralysis, poison, sleep effects, stunning.
Resist Acid 30, fire 30, sonic 30; SR 45
Fort +33, Ref +50, Will +45
Weaknesses Damned, sleep of the dead, sunlight vulnerability, the hunger

Speed 150 ft. (30 squares)
Melee unarmed strike +48/+48/+48/+43/+38/+33 (4d8+27 plus energy drain/18-20) and bite +43 (6d6+15 plus 12 Con) or
Ranged +38/+33/+28/+23
Base Atk +23; Grp +43
Atk Options Blinding Speed, Combat Expertise, gaseous form, Improved Sunder, Improved Trip, Power Attack, quivering palm (DC 36), Spring Attack, Stunning Fist (25/day, DC 36)
Special Actions abundant step (CL 12th), children of the night, domination (300 ft., DC 36), empty body (25 rounds), Whirlwind Attack, wholeness of body (50 hp)
Combat Gear boots of speed

Abilities Str 42, Dex 36, Con --, Int 31, Wis 38, Cha 41
SQ Alternate form, blood drain, create spawn, dark blessing, diamond body, diamond soul, evasion, furry of blows, godless, improved evasion, ki strike (magic, lawful, adamantine), light sleep, perfect self, purity of body, resurrection, slow fall any distance, spider climb, stain on nature, still mind, timeless body, turn resistance +36.
Feats Alertness (B), Blinding Speed (ELH), Cleave, Combat Expertise, Combat Reflexes (B), Deflect Arrows (B), Devastating Critical (ELH), Dodge (B), Epic Reflexes (B) (ELH), Great Cleave, Great Fortitude, Greater Weapon Focus (unarmed strike), Greater Weapon Specialization (unarmed strike), Improved Combat Reflexes (B) (ELH), Improved Critical (unarmed strike), Improved Energy Drain (LM), Improved Grapple, Improved Initiative (B), Improved Natural Attack (unarmed strike) (MM), Improved Sunder, Improved Trip (B), Improved Unarmed Strike (B), Keen Strike (ELH), Life Drain (LM), Lightning Reflexes (B), Mobility, Overwhelming Critical (ELH), Positive Energy Resistance (LM), Power Attack, Spring Attack, Stunning Fist (B), Superior Initiative (B) (ELH), Vorpal Strike (ELH), Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike), Whirlwind Attack.
(B) denotes a bonus feat.
Skills Balance +38, Bluff +23, Climb +37, Diplomacy +19, Hide +49, Intimidate +43, Jump +41, Knowledge (arcana) +38, Knowledge (religion) +38, Listen +52, Move Silently +49, Search +18, Sense Motive +50, Spot +52, Swim +37, Tumble +43.
Possessions combat gear plus amulet of mighty fists +5, belt of magnificence +6 (MH), bracers of armor +8, mantle of epic spell resistance (ELH), ring of greater universal energy resistance (ELH), ring of sequestering (ELH), daazzix’s vest (DMG2), twelve blue-white diamonds (5,000 gp each), three black star sapphires (1,000 gp each), five red spinels (100 gp each).

Combat

Slake is an unholy terror in combat, using his great speed and other abilities to always close to melee range. His natural weapons strike as adamantine, epic, evil, and lawful for purposes of overcoming damage reduction. His natural attacks deal slashing damage, and on a critical hit deals an additional 1d6 damage in addition to the critical damage, and the target must also make a DC 38 Fortitude save or die instantly; furthermore, on a natural attack roll of 20, if the critical hit is confirmed, the target is beheaded (Slake’s unarmed strikes may, at his option, deal bludgeoning damage, but doing so reduces the critical threat range to 19-20, and does not sever the target’s head on a natural roll of 20). On a successful bite attack, he deals 6d6+15 points of damage and drinks the target’s blood, inflicting 12 points of Constitution drain, and gaining 60 temporary hit points for one hour (if he makes no other attacks during the round, he bites at +48 to hit, and inflicts 6d6+23 damage plus 12 Con drain).

Slake’s ring of sequestering keeps him under the effects of a sequester spell without being comatose. As such, he cannot be located with divination spells, and is invisible to any form of sight or seeing. This grants him a +2 bonus to attack rolls (not factored in above), and the defender loses their Dexterity bonus to AC. Attacks directed against his square likewise have a 50% miss chance.

Between his Blinding Speed epic feat and his boots of speed, Slake may act as if hasted for up to 15 rounds per day. He does not gain any speed from this effect since it overlaps with his fast movement monk ability. He still gains the +1 to attack rolls and +1 dodge bonus to AC and Reflex saves, as well as the extra melee attack during a full attack action.

Once per round, Slake may bestow six negative levels on a creature with a successful unarmed strike, chosen before the attack roll is made. For each negative level bestowed, the target loses 20 hit points, and Slake gains 20 temporary hit points and a +1 bonus to skill and ability checks, attack rolls, and saving throws for one hour. On a critical hit, Slake inflicts twelve negative levels, with the target losing 25 hit points per negative level, and Slake gaining a like amount of temporary hit points. After twenty-four hours, the victim may make a DC 37 Fortitude save to remove the negative levels.

Slake’s aura of desecration functions like a desecrate spell in a shrine of evil power. Within 900 feet of him, all Charisma checks to turn undead take a -6 penalty, and all undead gain a +2 profane bonus to attack rolls, damage rolls, and saving throws, as well as +2 hit points per HD. Slake’s aura slays all non-sentient plants and destroys holy symbols, and sentient plants and enchanted holy symbols in that radius must make a DC 37 Fortitude save or be destroyed. All animals untrained animals flee from this aura, and trained animals are unresponsive, causing Handle Animal checks to take a -10 penalty. The aura can be dispelled by a dispel evil or similar effect, but Slake may reactivate it as a free action on his turn. It suppresses and is suppressed by a hallowed or consecrated area. Without his aura, Slake’s stats are modified as follows: -50 hp; -2 to all attack rolls, damage rolls, and saving throws.

Slake is not held at bay by garlic or holy symbols. He casts no reflection in mirrors but is otherwise not adversely affected by them. He must make a DC 30 Will save to cross running water, but takes no damage when immersed in it. Slake takes no damage from holy symbols or holy water, and all damage from positive energy (such as cure spells) is reduced by 10 points. When the sun rises, Slake immediately falls asleep, but can be awakened by noise (-10 penalty to Listen checks), and is automatically awakened by an attack.

When exposed to sunlight, Slake cannot use any supernatural abilities and fast healing. He takes a -16 penalty to Strength and a -10 penalty to Dexterity, as well as a -4 penalty to attack rolls, skill and ability checks, and AC. Additionally, he is unable to use any of his supernatural abilities. All of these penalties (including the loss of his aura of desecration) adjust his stats as follows: -50 hp; -5 Init; DR 25/silver; -9 to normal and touch AC, -4 to flat-footed AC; -8 Grp; - 14 melee attack rolls, -10 damage (-6 damage to secondary natural attacks, no energy drain); -13 ranged; -2 to saves; -16 Str, -10 Dex; -5 Balance, -8 Climb, -5 Hide, -8 Jump, -5 Move Silently, -8 Swim, -5 Tumble. When in sunlight his natural weapons do not overcome damage reduction.

Without his magic items (or if they are suppressed or disjoined), adjust his stats as follows: -1 CR; -75 hp; -3 Init; -17 normal and touch AC, -14 flat-footed AC; -3 Grp; -8 melee attack and damage rolls (-7 to bite damage, negative levels cause a creature to lose 17 hit points, and Slake gains only 17 temporary hit points); -3 ranged attack rolls; -10 SR; acid resistance 20, fire resistance 10, sonic resistance 0; -3 Fort, -6 Ref, -6 Will; -6 to all attributes; -3 to all skill rolls; haste for 5 rounds/day.

Slake is incredibly difficult to permanently destroy. The only way to prevent his return is to cut his head from his body, burn the body and the head separately, scatter the ashes from his body over running water, immerse the ashes from his head in holy water, and bury the immersed ashes in consecrated ground. However, if the head ashes are ever unearthed and somehow separated from the holy water, dried thoroughly, and then subjected to an unhallow spell, Slake can regenerate in a week if the ashes are placed inside a coffin with soil from his homeland in it.

Design Notes

Slake’s Challenge Rating is higher than normal for a few reasons. His CR is increased by 1 to account for the gestalt nature of his class levels, and then raised by an additional 2 to account for his being equipped with PC-level wealth (for a 25th-level character). Also, Slake has benefited from reading the +5 versions of a manual of gainful exercise, a manual of quickness of action, a tome of clear thought, a tome of understanding, and a tome of leadership and influence. As such, he no longer has these items, and their gold piece values have been deducted from his total wealth. Hence, even being in an antimagic field does not remove the inherent bonuses from them, so losing all of his magic items only reduces his CR by 1.

Slake’s original ability scores were built using the “powerful” array: Str 12, Dex 14, Con 8, Int 10, Wis 18, Cha 16. For his levels, 3 ability points were added to Strength, while 1 was added to Dexterity, Intelligence, and Charisma. After that, aging bonuses (but not penalties) were applied, giving a +3 to all of his mental stats. Following that were the increases from his template, the manuals and tomes, and his belt of magnificence. His skill points were assigned retroactively, based on his Intelligence score after the ability increases from levels, age, his template, and the tome.

The various circumstances listed above where he’d lose power (without his aura, in sunlight, and without his magic items) are presented as penalties rather than just recalculating the various stats to make it easier to apply multiple conditions. If, for example, he’s in sunlight and loses his magic items, just stack all of the listed penalties to get the total stat modifiers he’d be operating under.

Beyond the PHB, DMG, and MM, Slake was built using the following works: Unearthed Arcana, Epic Level Handbook (ELH), Libris Mortis (LM), Miniature’s Handbook (MH), Dungeon Master’s Guide II (DMG2), and Vampires: The Official Dicefreaks Template.

The lack of background or other character information is deliberate, so Slake can be best used however you wish in your campaign. Slake works well as a superior type of vampire, shaking up the PCs by having what they “know” about vampires suddenly not apply. Likewise, his gestalt levels can be representative of a different style of combat training, depending on the background assigned to him.
 
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