Lord PandelayCreature 6
Perception +10
Languages Azlanti, Alghollthu
Skills Athletics +14, Intimidation +13, Society +10
Str +4, Dex +1, Con +3, Int +1, Wis +0, Cha +3
AC 24; Fort +16; Reflex +14; Will +11;
HP 99
Speed 20 feet
Twinslayer
+16 (+11, +6) to hit (magical, versatile p) 2d8+6 SlashingNauseating Glyphs
(mental, occult, visual)Trigger Lord Pandelay is hit by a weapon Strike
Effect The runes on Lord Pandelay's ebon regalia flash in an unpleasant shimmering blast of light, increasing Pandelay's AC against the strike by 2 to AC 26, potentially causing the strike to miss or not be a critical hit. Pandelay reflexively directs this light to focus on any adjacent creature; that creature must succeed at a DC 21 will save or become Sickened 1 from the blast of color (Sickened 2 on a critical failure). If there are no viable targets to direct this flash of light onto in an adjacent space (such as if Pandelay uses this reaction against a creature who uses a weapon with reach or a ranged weapon), then the nauseating glyphs affect Pandelay himself, and he must attempt the DC 21 will save.
Activate Glyph
(concentrate, occult)Lord Pandelay focuses his concentration on Twinslayer, causing one of the glyphs on the blade to glow and granting the sword one of three different effects, chosen from below.
Enervating Glyph (void) Twinslayer shimmers with seething black energy, and then Pandelay fires a beam of darkness from the blade, targeting a creature within 30 feet and dealing 4d6 void damage (DC 24 fortitude save)
Pallid Glyph (mental) Twinslayer glows with a pale white sheen that inflicts overwhelming pain. This activation lasts for 1 minute or until Pandelay Activates Glyph again. When a creature takes damage from a Strike from Twinslayer, they must attempt a DC 24 fortitude save with the following effects.
Critical Success The creature is unaffected and is temporarily immune to the pallid glyph for 24 hours.
Success The creature is unaffected.
Failure The creature becomes Off-Guard from the pain until the end of Pandelay's next turn.
Critical Failure As failure, but the creature also falls Prone from the pain.
Twinstriking Glyph Twinslayer glows with coruscating red light for 1 minute or until Pandelay Activates Glyph again. During this time, a creature that takes damage from a strike from Twinslayer becomes marked, the wound glowing with flickering red radiance until the end of Pandelay's turn.
If Pandelay damages a different creature with a Strike from Twinslayer while a previous victim has been marked earlier that same round, the new creature struck becomes marked, and the previous target loses the mark. If that target is within 30 feet of Pandelay when it loses their mark, they take 1d6 persistent,bleed damage as blood pours from the previously marked wound.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.