Seascale Antithesis

SEASCALE ANTITHESIS 

CR 13

Male Lizardfolk Humanoid 2 / Antipaladin 13

CE Medium humanoid (reptilian)

Init +5; Senses Perception +0,

Aura Aura of Cowardice, Aura of Despair, Aura of Evil, Aura of Vengeance,

DEFENSE
AC 36, touch 13, flat-footed 35 (+13 armor, +2 *Ring of Protection +2, +1 Dex, +2 deflection, +5 natural, +5 shield, )

hp 221 (2d8)+(13d10)+75

Fort +22, Ref +17, Will +14

OFFENSE
Speed 20 ft. Swim 10 ft.

Melee rapier +3 (throwing) +28/+23/+18 (1d6+14/18-20)

Ranged rapier +3 (throwing/thrown) +22/+17/+12 (1d6+15/18-20), within 30 ft. +23/+18/+13 (1d6+15)

Melee claw +25 (1d4+11)

Melee shield +3 (heavy/steel) +25 (1d4+5)

Melee bite +25 (1d4+11)

Ranged shortbow +1 (composite/unholy/+2) +21/+16/+11 (1d6+3/19-20/x3), within 30 ft. +22/+17/+12 (1d6+4)

Melee sword +1 (short/thundering) +26/+21/+16 (1d6+12/19-20)

Ranged alchemist's fire (flask) +19/+14/+9 (1d6+1), within 30 ft. +20/+15/+10 (1d6+1)

Special Attacks Channel Negative Energy (7d6, DC 22), Cursed, Frightened, Shaken, Stunned,

Class Spell-Like Abilities: detect good ( at will)

Prepared Spells

Antipaladin (CL 13th):

4th - unholy sword

3rd - dispel magic (2)

2nd - litany of defense (DC 18), touch of bloodletting (DC 18) , undetectable alignment (2) (DC 18)

1st - bane (2) (DC 17), death knell (DC 17) , doom (DC 17) , magic weapon (DC 17)

STATISTICS
Str 32, Dex 20, Con 21, Int 12, Wis 11, Cha 22

Base Atk +14; CMB +25; CMD 42

Feats  Combat Casting, Combat Reflexes, Improved Critical (Shortbow), Lightning Reflexes, Multiattack, Point-Blank Shot, Quick Draw, Weapon Focus (Shortbow)

Skills  Acrobatics +18, Appraise +1, Bluff +6, Climb +23, Craft (Untrained) +1, Diplomacy +6, Disguise +6, Escape Artist -1, Fly -1, Intimidate +22, Perform (Untrained) +6, Ride -1, Stealth -1, Swim +28,

Languages Draconic

SQ Aura of Cowardice, Aura of Despair, Aura of Evil, Aura of Vengeance, Detect Good, Enhance Weapon, Hold Breath, Plague Bringer, Smite Good, Touch of Corruption,

Possessions  necklace of adaptation;  gauntlets of strength +4 (str +4);  rapier +3 (throwing);  ring of protection +2;  shield +3 (heavy/steel);  full plate +4;  horn of fog;  potion of cure moderate wounds;  scroll (prayer);  scroll (magic weapon);  arrows +2 (20/unholy);  antitoxin (vial);  sword +1 (short/thundering);  alchemist's fire (flask);  Shortbow +1 (Composite/Unholy/+2) ;

SPECIAL ABILITIES
Aura of Cowardice (Su)  You radiate a palpably daunting aura that causes all enemies within 10 feet to take a -4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of you. This ability functions only while you remain conscious, not if you are unconscious or dead.

Aura of Despair (Su)  Enemies within 10 feet of you take a -2 penalty on all saving throws. This penalty does not stack with the penalty from aura of cowardice. This ability functions only while you remain conscious, not if you are unconscious or dead.

Aura of Evil (Ex)

Aura of Vengeance (Su)  You can expend two uses of your Smite Good ability to grant the ability to smite good to all allies within 10 feet, using your bonuses. Allies must use this Smite Good ability by the start of your next turn, and the bonuses last for 1 minute. Using this ability is a free action. Good creatures gain no benefit from this ability.

Channel Negative Energy (Su)  You can unleash a wave of negative energy dealing 7d6 (DC 22 for half)

Cursed (Su)  Whenever you use Touch of Corruption to deal damage to one target, the target is also cursed, as if you had cast Bestow Curse (caster level 13).

Detect Good (Sp)  At will, you can use Detect Good, as the spell.

Enhance Weapon  Your fiendish boon allows you to enhance your weapon as a standard action by calling upon the aid of a fiendish spirit.

Frightened (Su)  Whenever you use Touch of Corruption to deal damage to one target, the target is also frightened for 6 rounds.

Hold Breath (Ex)  A lizardfolk can hold its breath for 84 rounds before it risks drowning.

Plague Bringer (Ex)  The powers of darkness make you a beacon of corruption and disease. You do not take any damage or from diseases. You can still contract diseases and spread them to others, but You are otherwise immune to their effects.

Shaken (Su)  Whenever you use Touch of Corruption to deal damage to one target, the target is also shaken for 13 rounds.

Smite Good (Su)  You can call out to the dark powers to crush the forces of good.

Stunned (Su)  Whenever you use Touch of Corruption to deal damage to one target, the target is also stunned for 3 rounds.

Touch of Corruption (Su)