Remove these ads. Join the Worldbuilders Guild

Essia

Lord Protector of the Siliban

Essia, once a prisoner of the mad king, was one of the first to gain her senses back when the insane king fell. While many of the half-undead in their confusion fled the city, where slain and cowered away. Essia was the one who built a foundation of order and civilization amidst chaos and offered the half-undead a place among their kind, a haven.   Essia isn't the sole leader of the Siliban but rather the head on the council of 5, each representing a faction with the Siliban. Essia has been granted the title of Lord Protector and is one of the five who sits in the council. The other seats are given to each of the other factions; Master Crafter (Crafter Guild), Valiant of the Sword (Navel and City Guard), High Enchanter (Wizardry and Clergy) and Master of Coin (Merchants, Nobles, and Diplomats).   Essia knows that the former race isn't well known for the good deeds, and thus, she tried to remain in the shadows when she meets new people. If she deems it necessary for the creature to gain her trust, she will reveal herself. Essia doesn't care about good or evil but focusses on being a fair and just leader to an emerging race, which is a very fragile as it tried to make a mark on the lands of Ianna.  
ESSIA
CR 11
12,800 XP
LN Medium monstrous humanoid
Init +6; Senses all-around vision, darkvision 60 ft.; Perception +18
DEFENSE AC 17, touch 12, flat-footed 13 ( +2 Dex, +5 natural)
hp 84 (8d10+40)
Fort +7, Ref +9, Will +10; +2 against disease and mind-affecting effects
DR 5/bludgeoning; Immune energy draining effects.
Weaknesses vulnerable to positive energy
OFFENSE Speed 20 ft.
Melee dagger +11/+6 (1d4+2/19–20), snake bite +6 (1d4+2 plus poison)
Ranged mwk longbow +12/+7 (1d8+2/×3)
Special Attacks petrifying gaze
STATISTICS Str 14, Dex 15, Con 20, Int 14, Wis 17, Cha 17
Base Atk +8; CMB +8; CMD 20
Feats Improved Initiative, Point-Blank Shot, Precise Shot, Weapon Finesse
Skills Appraise +4, Bluff +11, Disguise +10, Intimidate +14, Perception +18, Stealth +13; Racial Modifiers +4 Perception, +2 Appraise
Languages Common, Draconic, Elven, Orc
  All-Around Vision (Ex) Essia's snake-hair allows her to see in all directions. Medusas gain a +4 racial bonus to Perception checks and cannot be flanked.   Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude DC 17 negates. The save DC is Charisma-based. Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for six rounds; effect 1d3 Str; cure two consecutive saves. The save DC is Constitution-based.   Non-living (Ex) Essia take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they've gained are removed without any additional saving throws.   Former Undead (Ex) Essia is harmed by positive energy and healed by negative energy. A half-undead creature with the fast healing special quality still benefits from that quality.   Siliban Protection (Sp) Essia adds +1 to the caster level of any abjuration spell she cast. Essia also has the following spell-like abilities:
constant—nondetection
1/day—faerie fire, obscure object, sanctuary (DC 21)
Species
Undead

Remove these ads. Join the Worldbuilders Guild


Cover image: World Anvil Banner - Imarand: The Twin Worlds by Martijn Donker

Comments

Please Login in order to comment!