Midnight RPG - Chapter 34.987
I appreciate your help building these guys.
I took 3-4 of their abilities OFF these notes. These are things I don't want ANYONE to know (yet). Please use these stats to make the characters. I will go back in and add the OTHER abilities if I need them myself or they come up in-game...
Now that I look at it they advance by Hit Die as monsters. I'd love to see these guys up to the full 28 HD in the builder so I can back them down as needed. Also - does this mean they cannot be advanced by class? I haven't done alot of advancing of monsters 'cause frankly I've never played in a game where we needed it!! :)
You catch sight of faint glimmers in the darkness. Just as your eyes resolve them into a manlike shape, the creature falls upon you. Long, rending talons reach out towards your beating heart while unearthly cries fill the air, edged with a hunger that can only feed on hot blood.
Hit Dice: 14d8+56 (119 hp)
Speed: 50 ft. (10 squares), Climb 50 ft.
AC: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18
Base Attack/Grapple: +14/+21
Attack: Claw +22 melee (2d6+7/19–20/x2) or flame +18 ranged touch (1d6+5)
Full Attack: 2 claws +22 melee (2d6+7/19–20/x2) or flame +18/+13/+8 ranged touch (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Blood charm, body riding, damage reduction 10/magic, razor seed, scent, spelllike abilities, spider climb, immune to fire
Saves: Fort +13, Ref +13, Will +9
Abilities: Str 25, Dex 18, Con 18, Int 14, Wis 11, Cha 15
Skills: Knowledge (arcana) +9, Knowledge (history) +9, Hide +21, Jump +24, Listen +17, Move Silently +21, Spellcraft +17, Spot +17, Survival + 17, Swim +24, Tumble +21.
Feats: Combat Expertise, Improved Critical (claw), Improved Initiative, Track, Weapon Focus (claw)
Organization: Solitary, pair, squad (4–6 plus 2 1st–3rd level orc barbarians per razor), or unit (8–30 plus 2 1st–3rd level orc barbarians per razor)
Challenge Rating: 13
Alignment: Always neutral evil
Advancement: 15–28 HD
Razors are Izrador’s personal shock troops, sent by the god himself to deal with special problems. Centuries of training, combat, and dedication have honed their fighting skills and tactics to an unholy edge. Although they enjoy blood and torment as much as the next demon, their fierce loyalty to the Shadow prevents them from diverting from their mission. If engaged in combat outside of their mission parameters, razors are efficient and calm, dealing with their foes as quickly as possible so they can continue to their target. When that target is finally within their grasp, however, their demonic heritage emerges: They gore, torture, and mutilate their targets, bathing themselves in blood and pain, before finally delivering the killing blow.
Unfortunately for the resistance, razors usually travel in numbers. Whether encountered alone, in a pair, as part of a squad, or as an element in a larger unit, razors work together in the most effective way possible. These demons have known each other for centuries; they know the way each member of the unit thinks and fights, allowing them to respond to and support one another as if they had a single mind. In all cases, the creatures move at great speed to reach their objective, then set to work with vigor. When breaking resistance in an area, they destroy everything and everyone they encounter. When sent to turn the tide of a battle, they ignore the orders of the local commanders, waiting for the moment when an application of elite force will do the most good. Any group of razors larger than two will have at least twice their number of orc barbarian warriors with them.
As a free action, at will— produce flame. As a standard action: 3/day—burning hands (DC 13), cure critical wounds, fire shield (DC 15), locate creature, scorching ray (DC 14) Caster level 14, save DCs are Charisma-based.
Spider Climb (Su):
Razors have the ability to rapidly scale any surface. They act as though under the effects of a permanent spider climb spell (Caster level 14), except that their climb movement is not limited to 20 ft.