Vor'tha Grand Master (CR 15)

XP 51,200

NE Medium monstrous humanoid

Init +6; Senses darkvision 60 ft.; Perception +25

Aura chill body

DEFENSE

AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)

hp 144 (17d10+34 plus 17)

Fort +9, Ref +14, Will +17; +4 bonus on saving throws against ability drain, death effects, disease, energy drain, paralysis, and poison

Defensive Abilities black blood spray; DR 10/slashing and piercing; Immune cold, critical hits, nonlethal damage, sneak attacks

OFFENSE

Speed 30 ft.; fly 20 ft. (average)

Melee +1 wounding scimitar +21 (2d4+4/19-20)

Space 5 ft.; Reach 10 ft.

Special Attacks black blood bolt, paralyzing gaze

Spell-Like Abilities (CL 17th, concentration +23)

3/day–chill touch (DC 17)

1/day–unshakable chill (DC 18)

Spells Known (CL 17th, concentration +23)

8th (4/day)–horrid wilting (DC 24), shout (greater) (DC 24)

7th (6/day)–form of the dragon II, insanity (DC 23), spell turning

6th (7/day)–antimagic field, banshee blast (DC 22), cold ice strike (DC 22)

5th (7/day)–cone of cold (DC 21), hold monster (DC 21), siphon magic (DC 21), summon monster V

4th (7/day)–black tentacles (DC 20), bone shatter (DC 20), dragon’s breath (DC 20), globe of invulnerability (lesser)

3rd (7/day)–call the void (DC 19), diamond spray (DC 19), dispel magic, howling agony (DC 19)

2nd (8/day)–daze monster (DC 18), freezing ray (as scorching ray; DC 18), hideous laughter (DC 18), kinetic reverberation (DC 18),

warding weapon

1st (8/day)–cause fear (DC 17), lock gaze (DC 17), magic missile (DC 17), obscuring mist, ray of enfeeblement (DC 17)

0 (at will)–bleed (DC 16), daze (DC 16), detect magic, haunting fey aspect (DC 16), mage hand, ray of frost (DC 16), resistance, spark

(DC 16), touch of fatigue (DC 16)

STATISTICS

Str 19, Dex 15, Con 14, Int 22, Wis 21, Cha 23

Base Atk +17; CMB +21; CMD +33

Feats Combat Casting, Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Toughness

Skills Bluff +23, Disguise +23, Fly +26, Intimidate +26, Knowledge (arcana) +23, Perception +25, Sense Motive +22, Spellcraft +23, Stealth 

   +22, Survival +25

Languages Aklo, Common, Draconic, Elven, Goblin, Infernal, Orc

SPECIAL ABILITIES

Black Blood Bolt (Su) 

A vor’tha can release a black bolt of eldritch energy drawn from his own blood. A black blood bolt deals 1d8 points of cold damage + 1 point of cold damage per Hit Dice the vor’tha possess. The target can make a Reflex save (DC 17) for half damage. If the save fails, the target is also sickened for 1d4 rounds. This ability can be used a number of times per day equal to 3 + the vor’tha’s Charisma modifier. 

Blood Spray (Su) 

Whenever a vor’tha is hit by an attack or spell that deals slashing or piercing damage, his black blood sprays up to 10 feet toward the opponent who attacked him, striking the first creature along its path. That creature takes 1d6 points of cold damage + 1 point of cold damage for every 2 Hit Dice the vor’tha possesses. A successful Reflex save (DC 10 + 1/2 the vor’tha’s Hit Dice + the vor’tha’s Constitution modifier) halves the damage. 

Chill Body 

A vor’tha’s body radiates a palpable chill. Anyone striking a vor’tha with a natural weapon or unarmed strike takes 1d6 points of cold damage. A creature that grapples a vor’tha or is grappled by one takes 2d6 points of cold damage each round the grapple persists. 

Long Arms (Ex) 

A vor’tha’s arms are longer than other creatures of his size. His reach increase by 5 ft.

Paralyzing Gaze (Su) 

Paralysis, 30 feet, Fortitude DC 24 negates. The save DC is Charisma-based.

Spells 

A vor’tha grand master casts spells as a 17th level sorcerer.

ECOLOGY

Environment any

Organization solitary

Treasure standard