Efreeti Hellguard
Character Sheet
{{Character Sheet
|Name=Efreeti Hellguard
|Str=28|Dex=20|Con=17|Int=15|Wis=18|Cha=18
|Classes=Outsider 10 Blackguard 10
|BAB=+20|BF=+14|BR=+10|BW=+10
|Size=Large|Type=Outsider
|Space=10 ft|Reach=10 ft
|Initiative={{+}}9
|Movement=20 ft, fly 40 ft (perfect)
|HP=180
|AC=30 (-1 size, +5 Dex, +6 natural, +10 armor)|ACt=14|ACff=25
|Fort=+20|Ref=+17|Will=+16
|Attacks=2 slams +28 melee (1d8+9 plus 1d6 fire) orUnholy Avenger +35/+30/+25/+20, 2d8+22 (+2d6 against good)
|SA=Change size, heat, spell-like abilities, sneak attack +3d6, smite good 3/day, automatically confirm criticals against good foes
|SQ=Change shape, darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold, protection from energy (cold) 120 points, magic circle against good, of Despair (Su)|Aura of Despair]
|Skills=Bluff +15, Craft (any one) +14, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15
|Feats=Power Attack, Combat Reflexes, Cleave, Improved Initiative, Improved Sunder, Greater Weapon Focus (Greatsword), Greater Weapon Specialization (Greatsword)
|Spells=Spell-like abilities
Caster level 12
At will - detect magic, produce flame, pyrotechnics (DC 16), scorching ray (4d6).
3/day - invisibility, wall of fire (DC 18)
1/day - grant up to three wishes (to nongenies only), gaseous form, permanent image (DC 20)
Blackguard spellsCaster level 10
1st-level: Inflict Light Wounds, Corrupt Weapon, Cause Fear. DC 14.
2nd-level: Darkness, Inflict Moderate Wounds, Shatter. DC 15.
3rd-level: Deeper Darkness, Inflict Serious Wounds, Protection from Energy. DC 16
4th-level: Unholy Sword, Inflict Critical Wounds. DC 17
|Possessions={{+}}2 adamantine full plate mail (heavy armor), +2 adamantine greatsword (large)
}}
Special Abilities
==== Change Shape (Su) ====
An efreeti can assume the form of any Small, Medium, or Large humanoid or giant.
==== Change Size (Sp) ====
Twice per day, an efreeti can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
==== Heat (Ex) ====
An efreeti’s red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.
==== Aura of Evil (Ex) ====
The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.
==== Detect Good (Sp) ====
At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
==== Poison Use ====
Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
==== Dark Blessing (Su) ====
A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.
==== Smite Good (Su) ====
Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack.
He adds his Charisma modifier (if positive) to his attack roll and deals 1d6 plus 1 extra point of damage per class level in bonus unholy damage.
==== Aura of Despair (Su) ====
Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.
==== Command Undead (Su) ====
When a blackguard reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower.
====Sneak Attack====
This ability, gained at 4th level, is like the rogue ability of the same name. The extra damage increases by +1d6 every third level beyond 4th (7th and 10th). If a blackguard gets a sneak attack bonus from another source the bonuses on damage stack.
Tactics
====Long-duration Spells====
The following effects are long-duration and are assumed to be cast whenever the efreeti is not suprised. They are figured into the statistics above.
- Protection from Energy (Cold)
- Unholy Sword
- Corrupt Weapon