Realms Personalities : Kurolaboath Notepirroth
By Ramon Arjona (Web)
Kurolaboath Notepirroth: Male drow Drd6/Oozemaster 10; CR 17; Medium-size ooze (elf); HD 6d8 plus 10d8; hp 73; Init +3; Spd 30 ft.; AC 21, touch 13, flat-footed 18; Atk +14/+9/+4 melee (1d6+3, +2 quarterstaff); SA major oozy touch, minor oozy touch, oozy glob, slime wave, spell-like abilities; SQ animal companion, drow traits, indiscernible anatomy, malleability, nature sense, one with the ooze, ooze traits, resist nature's lure, slithery face, SR 27, trackless step, wild shape (Small or Medium-size animal 2/day), woodland stride; AL NE; SV Fort +16, Ref +10, Will +15; Str 12, Dex 16, Con 11, Int 12, Wis 21, Cha 5.
Skills and Feats: Alchemy +5, Concentration +19, Disguise +7, Intuit Direction +14, Knowledge (nature) +20, Listen +7, Search +3, Spellcraft +20, Spot +7, Swim +5, Wilderness Lore +22; Blindsight (hearing-based version, MoW), Empower Spell, Enlarge Spell, Great Fortitude, Silent Spell, Still Spell, Track.
Major Oozy Touch (Su): Kurolaboath's hands can secrete more potent forms of ooze. On a successful melee touch attack (using a full attack action), the target suffers the effect of black pudding (2d6+10 points of acid damage to flesh, metal, wood, or stone), green slime (1d6 points of temporary Constitution damage to flesh and 1d6+10 points of acid damage to metal or wood), or yellow mold (2d4 points of Constitution damage to flesh, DC 15 Fort save for half).
Minor Oozy Touch (Su): Kurolaboath's hands secrete ooze. Using a full attack action, he can make a melee touch attack which, if successful, causes the target to suffer the effects of brown mold (1d6+10 points of cold subdual damage to flesh) or gray ooze (1d6+10 points of acid damage to stone, metal, or wood). Kurolaboath is immune to the effects to these types of ooze. He may use this power as often as he likes.
Oozy Glob (Sp): Once per round, Kurolaboath can throw a glob of any of the oozes he can secrete using his minor or major oozy touch ability. This ability is treated as an attack with a grenadelike weapon. Direct hits deal the same kind of damage as the ooze touch, noted above. Creatures within 5 feet suffer 1 point of the appropriate splash damage. Kurolaboath can do this up to 5 times a day.
Slime Wave (Sp): Once per day, Kurolaboath can use the slime wave spell (caster level 13th).
Spell-Like Abilities: 1/day -- dancing lights, darkness, faerie fire. Caster level 16th; save DC 7 + spell level.
Animal Companion: Kurolaboath may have one or more animal companions. This animal is one that he has befriended with the spell animal friendship. The total Hit Dice of all animal companions at a time may not exceed 6.
Drow Traits: Kurolaboath is immune to magic sleep spells and effects. He gains a +2 racial bonus on saves against enchantment spells or effects and a +2 racial bonus on Will saves against spells or spell-like abilities. As a drow, he has darkvision (120-foot range) and is entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it. Kurolaboath has light blindness (blinded for 1 round by abrupt exposure to bright light, -1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light). Hee also has a +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).
Indiscernible Anatomy (Su): Treat all sneak attacks and critical hits against Kurolaboath as if he were wearing armor with the light fortification power.
Malleability (Su): Kurolaboath can compress his body enough to squeeze through an inch-wide crack. He cannot expand in an area that offers resistance, such as an occupied suit of armor.
Nature Sense: Kurolaboath can identify plants and animals (their species and special traits) with perfect accuracy. He can determine whether water is safe to drink or dangerous.
One with Ooze: Kurolaboath is completely at one with the oozes he loves. His type has changed to ooze for the purposes of determining what effects and items can affect him. He has also gained the Blindsight feat (noted above).
Ooze Traits: Kurolaboath is immune to poison, sleep, paralysis, stunning, polymorphing, and mind-influencing effects. He is also immune to the spell polymorph other, though he retains his wild shape ability.
Resist Nature's Lure: Kurolaboath gains a +4 bonus to saving throws against the spell-like abilities of fey (such as dryads, nymphs, and sprites).
Slithery Face (Su): Kurolaboath can manipulate his facial features, gaining a +10 competence bonus on Disguise checks (already figured into the statistics above).
Trackless Step: Kurolaboath leaves no trail in natural surroundings and cannot be tracked.
Wild Shape (Sp): Kurolaboath can change into a Small or Medium-size animal and back again twice per day as per the polymorph self spell. Unlike the standard use of the spell, however, he may adopt only one form per use of the ability. Kurolaboath regains hit points as if he has rested for a day. He does not risk the standard penalty for being disoriented while in his wild shape. He gains all the creature's special abilities when he does so.
Woodland Stride: Kurolaboath can move through natural thorns, briars, overgrown areas, and similar terrain at his normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Spells Prepared (6/7/5/5/4/3/1; save DC 15 + spell level): 0 -- darkseed (2), detect magic (2), scarecrow (MoW) (2); 1st -- entangle (2), faerie fire, obscuring mist (2), summon nature's ally I (2); 2nd -- soften earth and stone (2), summon swarm (2), wood shape; 3rd -- contagion, meld into stone, spike growth, summon nature's ally III (2); 4th -- blight (MoW), giant vermin, summon nature's ally IV (2); 5th -- animal growth, insect plague (2); 6th -- contagious touch (MoW).
Possessions: +2 quarterstaff, bracers of armor +8, cloak of resistance +2.
Kurolaboath uses spells and prestige classes from the Masters of the Wild sourcebook.