Mirabelle Armitage

From SimChamber RP Wiki

ADSLAHNIT'S NOTE: This is all immense faggotry. We've all done some stuff we've been ashamed of in the past, and this is a prime example of some of the horrendous things I've done. I'd delete this if I could. Was this really me two years ago? I have difficulty believing so. "Moe moe little girl?" I must have been corrupted so badly by Luna back then...

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This is Mirabelle, sans headwings. She's a rather timid little girl. She also happens to have divine rank 5. Portrait shamelessly stolen from the works of Sumi Keiichi.
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Tattoo moe~. The headwings, the bat wings, and the glyphs in this pic are roughly what Mirabelle's look like. Disregard the red hair and the yellow eyes. And she wears a red-white miko outfit instead of a disturbingly transparent black dress.

General Info

  • Name: Mirabelle Armitage
  • Race: Lesser Deathtouched
    • Templates: Magic-Blooded, Crimson Noble Terror Vampire, Vampire Lord, Evolved Undead, Spell-Stitched Undead
  • Class: Druid 5/Planar Shepherd (Baator) 10
  • Divine Rank: 5 (exarch of Alaya)
  • Domains: Animal (dinosaurs!), Magic, Summoner, Time
    • These domains may or may not involve summoning dinosaurs through time, and time travelling back to the land of the dinosaurs.
    • Mirabelle has eaten a Domain Draught Cookie to receive an extra domain, and then made the effect permanent through Alter Reality. This is why she has four domains instead of the regular three for a deity.
  • Portfolio: Chronomancy, Cookies, Dinosaurs, Familiars, Kemonomimi, Obedience, Subservience, Summoning
  • Alignment: Lawful Neutral
  • Gender: Female
  • Age: 23 (necropolitanized at age 10, so she appears 10)
  • Height: 4' 5"

tl;dr Stuff

Appearance

You know all of those depictions of undead in D&D artwork and other Western fantasy art? Well, ignore them, because Mirabelle here is an anime loli. That is to say, as a moe moe little girl, her appearance is as comely and pleasant as possible for her race.

For the most part, Mirabelle looks quite human, and for an undead creature, her complexion isn't even that pale despite the complete lack of blood flowing through her veins and arteries, which also happens to not prevent her from blushing frequently. As is customary for an anime character, she has a nonstandard hair color, pale turqoise (#AFEEEE). Her everyday outfit used to be your typical black, frilly, long-sleeved, puffy-shouldered, quasi-Victorian, gothic lolita dress, complete with bloomers underneath; however, her master has replaced that with a red-white, armpit-exposing miko outfit, which also happens to be a cursed artifact. This outfit may or may not be replaced by a maid outfit in the future.

Part of Mirabelle's druidic abilities include the ability to take on the aspects of various animals (and devils as well) to cherry-pick their strengths and benefits. Whenever she does so, instead of outright turning into the chosen animal or outsider as most other non-loli Planar Shepherds do, her form slightly alters to make herself a cute loli version of the animal or devil. Turning into a wolf, for example, would give her fuzzy wolf ears and a wolf tail, whereas transforming into a dinosaur would give her claws and a reptilian tail. Mirabelle's current favored form, however, is that of the Pit Fiend (Cornugon), because it's some powerful stuff compared to just regular dire animal forms.

Mirabelle was originally a Lesser Aasimar, made undead through the Necropolitan template. However, she then acquired divin rank 5 demigod status, and also evolved her undead-ness to more powerful heights. This effectively changed her base race to Lesser Deathtouched, and her templates to the combination of Magic-Blooded, Crimson Noble Terror Vampire, Vampire Lord, Evolved Undead, and Spell-Stitched Undead. As such, the blood/Wisdom-sucking loli possesses cute crimson bat headwings and bat wings even in her natural form, and tattooed onto her skin are several patches of magic runes. The majority of these glyphs cover her headwings and wings, but a few are found on her body as well, in particular, her thighs, forearms, and upper torso; the sigils normally make themselves visible with a faint red glow, but Mirabelle can suppress their visibility, since she knows that not everyone finds them moe. Original description, do not steal.

Background

Normal society recommends that you do not make yourself undead and that you do not bring over your only child to the side of undeath as well. The Armitage family didn't take recommendations from normal society. That's why the recently undead parents of a demure little girl named Mirabelle Armitage went out and put her through some fell ritual of undeath, so that they could all be a happy family of necropolitan lesser aasimar together. Now, any other household would get called insane for this, but since the Armitages were of the aristocratic sort, they got off being called "eccentric".

Most kids have several hobbies that occupy their free time, be it dolls, trains, books, music, and so on and so forth. Sometimes, a child gets abnormally obsessed with a particular hobby, and becomes a gifted prodigy of it from such a young age, becoming really good at it. For undead little Mirabelle, a girl deeply devoted to the study of the flora and fauna of the natural world (most especially dinosaurs), "really good" meant "able to mystically channel the forces of nature, thereby being capable of summoning nature's wrath and taking on the aspects of various animals". It's not every day that you see a self-taught druid girl, much less an undead one who tends to a large field of Lily of the Valley flowers which, for reasons undetermined, release a poisonous mist. She even managed to get a particularly fine specimen of a fleshraker dinosaur (Mirabelle loves dinosaurs, you see, and poisonous things too) to literally show up on her doorstep and serve as her animal companion from that day forth, right before her parents took the initiative to make the raptor a necropolitan to uphold the Rule of Cool, since a zombie dinosaur was too cool to pass up.

A funny thing happened to Mirabelle as she was tending to her poisonous flower field one day... (Give me a break, I'm too lazy to detail how she met her master, Alaya.)

Notes on DM Provisions

  • Mirabelle is allowed to have the Terror Vampire template from Dragon Magazine #348 (also viewable on the CrystalKeep template index), the Vampire Lord template, the Evolved Undead template from Libris Mortis, and the Spell-Stitched Undead template from Complete Arcane all for free.
  • Mirabelle is allowed to also have divine rank 5 for free.
  • Mirabelle is allowed to have a custom salient divine ability for removing her (already reduced from the Vampire Lord template) vampiric weaknesses.
  • Mirabelle is allowed entry into the Planar Shepherd prestige class without membership in one of the Eberron druid sects.
  • Mirabelle is allowed to have her Wild Shape class feature turn her into cute, humanoid-shaped, speech-capable loli forms. If the new form is of Large or Huge size, she is considered to have Medium size and either Powerful Build (for a Large form) or Powerful Build ×2 (for a Huge form). See below for details on these abilities.

Stats (Pit Fiend Wild Shape, Collar Equipped, Buffed)

  • Note: These statistics assume that Mirabelle is Outsider Wild Shaped into a Pit Fiend (permanent duration thanks to Alter Reality) through her collar's built-in Wild Shape Amulet, has all of her artifacts equipped, and has all of her permanent buff spells active.

Statblock (Pit Fiend Wild Shape, Collar Equipped, Buffed)

  • Size/Type: Medium Undead (augmented humanoid, cold, deathtouched, lawful)
  • Hit Dice: 15d12+330-8 (502 hp), maximum hp per HD
  • Initiative: +32 (+19 Dex, +4 Improved Initiative, +5 competence [Primal Instincts], +2 insight [Helm of Righteous War], +2 luck [Sandals of the Vagabond])
  • Speed: 130 ft. (16 squares), fly 300 ft. (perfect), swim 130 ft.
  • Armor Class (No Robilar's): 145, touch 100, flat-footed 121, flat-chested flat-footed touch 76; uncanny dodge; melee attack rolls against Mirabelle take a -4 penalty
  • Armor Class (Robilar's): 141, touch 96, flat-footed 117, flat-chested flat-footed touch 72; uncanny dodge; melee attack rolls against Mirabelle take a -4 penalty; damage rolls against Mirabelle gain a +4 bonus
  • Base Attack/Grapple: +15/+53 (+15 BAB, +30 Str, +4 Powerful Build, +4 Improved Grapple)
  • Attack: Bite +59 melee touch (3d6+32 plus 26 fire, 5d6+69 searing fire, 5d6+69 piercing cold, 11d6+138 vile, disease, and poison/19-20) bludgeoning, piercing, and slashing
  • Full Attack (No Power Attack): Red String of Fate +61/+61/+56/+51 melee touch (8d6+62 plus 26 fire/15-20) bludgeoning and slashing or bludgeoning and piercing; bite +59 melee touch (3d6+32 plus 26 fire, 5d6+69 searing fire, 5d6+69 piercing cold, 11d6+138 vile, disease, and poison/19-20) bludgeoning, piercing, and slashing; tail +59 melee touch (1d10+32 plus 26 fire and constrict/19-20) bludgeoning; 2 wings +59 melee touch (1d10+32 plus 26 fire/19-20) bludgeoning
  • Full Attack (Full Power Attack): Red String of Fate +46/+46/+41/+36 melee touch (8d6+92 plus 26 fire/15-20) bludgeoning and slashing or bludgeoning and piercing; bite +44 melee touch (3d6+47 plus 26 fire, 5d6+69 searing fire, 5d6+69 piercing cold, 11d6+138 vile,disease, and poison/19-20) bludgeoning, piercing, and slashing; tail +44 melee touch (1d10+47 plus 26 fire and constrict/19-20) bludgeoning; 2 wings +44 melee touch (1d10+47 plus 26 fire/19-20) bludgeoning
    • ×1 melee damage if Mirabelle scores a regular hit while charging or pouncing (Valorous).
    • ×3 melee damage if Mirabelle scores a critical hit while charging or pouncing (Valorous).
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks (Class Features): [Stuff goes here]
  • Special Qualities (Class Features): [Stuff goes here]
  • Special Attacks (Racial Traits): Constrict 1d10+60, fear aura, improved grab, spell-like abilities, summon devil, [Stuff goes here]
  • Special Qualities (Racial Traits): Damage reduction 15/good and silver, darkvision 60 ft., immunity to fire and poison, powerful build, resistance to acid 10 and cold 10, regeneration 5, see in darkness, telepathy 100 ft., [Stuff goes here]
  • Special Attacks (Divine Traits): [Stuff goes here]
  • Special Qualities (Divine Traits): Damage reduction 15/epic, spell resistance 37 (44 with collar and buffs), [Stuff goes here]
  • Salient Divine Abilities: Alter Reality, Automatic Metamagic (Maximized Spell-Like Abilities), Automatic Metamagic (Repeated Spell-Like Abilities), Automatic Metamagic (Twinned Spell-Like Abilities), Extra Sense Enhancement (Touch), Natural Undeath (Unique Salient Divine Ability)
  • Saves: Fort +82, Ref +74, Will +85
  • Abilities: Strength 70, Dexterity 48, Constitution 52, Intelligence 37, Wisdom 54, Charisma 62
  • Skills: Bluff +81 (+111 when convincing someone of the truth of her words), Decipher Script +27, Diplomacy +80, Disable Device +22, Handle Animal +49, Hide +48, Intimidate +70, Knowledge (Arcana) +36, Knowledge (Architecture and Engineering) +19, Knowledge (Dungeoneering) +19, Knowledge (History) +36, Knowledge (Geography) +19, Knowledge (Local) +19, Knowledge (Nature) +41, Knowledge (Nobility and Royalty) +19, Knowledge (Religion) +36, Knowledge (The Planes) +36, Listen +78, Move Silently +36, Perform (Dance) +57, Perform (Sing) +57, Profession (Baker) +33, Search +44 (+54 when finding traps), Sense Motive +57, Sleight of Hand +27, Spellcraft +38 (+42 when identifying spells for counterspelling), Spot +78, Use Magic Device +32 (+36 when using scrolls), Use Rope +42
  • Feats: AlertnessTV, Blind-FightBotWB, Customize Domain (Animal), Customize Domain (Magic), Customize Domain (Time), Enspell Familiar, Fairy Mysteries Initiate, Improved InitiativeD, Iron WillVL, LeadershipVL, Lightning ReflexesTV, Mindsight, MultiattackBotWB, Natural Spell, PersuasiveTV, Power AttackBotWB, Skill Focus (Knowledge [nature]), Spell Focus (Transmutation)
  • Mirror Move Feats: Canny Opportunist, Cleave, Combat Expertise, Combat Reflexes, Elusive Dance, Flyby Attack, Great Flyby Attack, Hold the Line, Improved Grapple, Improved Unarmed Strike, Mercurial Strike, Occult Opportunist, Quick Draw, Robilar's Gambit, Supernatural Instincts
  • Flaws: Cookie-Infested, Tentacle-Abused
  • Traits: Polite, Masochist, Sadist
  • Alignment: Lawful Neutral

Ability Scores (Pit Fiend Wild Shape, Collar Equipped, Buffed)

Ability Score Base Racial Level Inherent Enhancement Owl's Insight Greater Visage of the Deity Enhance Wild Shape Total Modifier
Strength 37 - - +5 +18 - +6 +4 70 +30
Dexterity 27 - - +5 +8 - +4 +4 48 +19
Constitution 27 - - +5 +10 - +6 +4 52 +21
Intelligence 16 +4 - +5 +8 - +4 - 37 +13
Wisdom 18 +4 - +5 +8 +13 +6 - 54 +22
Charisma 18 +20 +3 +5 +10 - +6 - 62 +26

Special Abilities

Class Features

Special Attacks:

  • Spells: Mirabelle casts spells as a 15th-level druid using mana points. Due to being a deity, Mirabelle can spontaneously cast any spell of up to 8th level from the druid spell list.

[Stuff goes here]

Special Qualities: [Stuff goes here]

Racial Abilities

Special Attacks:

  • Constrict (Ex): Mirabelle deals 1d10+60 points of damage with a successful grapple check.
  • Disease (Su): A creature struck by Mirabelle's bite attack must succeed on a DC 41 Fortitude save or be infected with devil chills (incubation period 1d4 days, damage 1d4 Str). Mirabelle can suppress or reactivate this ability as a free action. The save DC is Constitution-based.
  • Fear Aura (Su): Mirabelle can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 43 Will save or be affected as though by a FearPHB spell (caster level 18th [22nd with collar and buffs]). A creature that successfully saves cannot be affected again by Mirabelle's fear aura for 24 hours. Devils are immune to the aura. The save DC is Charisma-based.
  • Improved Grab (Ex): To use this ability, Mirabelle must hit with her tail slap attack. She then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can constrict.
  • Poison (Ex): Injury, Fortitude DC 41, initial damage 1d6 Con, secondary damage death. Mirabelle can suppress or reactivate this ability as a free action. The save DC is Constitution-based.
  • Summon Devil (Sp): Twice per day, Mirabelle can automatically summon 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell.

[Stuff goes here]

Special Qualities:

  • Powerful Build (Ex):
  • Regeneration (Ex): Mirabelle takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
  • Telepathy (Su): Mirabelle can communicate telepathically with any living creature within 100 feet that has a language, and with any vampire under its direct control to a range of 1 mile.
  • Turn Resistance (Ex): Mirabelle has a total of +10 turn resistance (+4 Vampire, +4 Vampire Lord, +2 Spell-Stitched Undead).

[Stuff goes here]

Salient Divine Abilities

  • Alter Reality: This ability is similar to the Wish spell. Mirabelle merely thinks of something and then makes it so. Doing this requires at least a standard action.
    • Mirabelle can duplicate any spell of 9th level or lower as a standard action. The duplicated spell has no material or XP component, and the DC of its saving throw (if one is allowed) is equivalent to that of a 10th-level divine spell-like ability (consult Mirabelle's spell table for save DCs and caster level).
    • Mirabelle also can duplicate a spell with any metamagic feat (so long as the metamagic feat is available to characters of 20th level or lower). This use of the ability requires Mirabelle to rest for 1 round for each level that the feat would normally add to the spell. It still takes a standard action to use this ability, so there is no point in using the ability to duplicate a quickened spell.
    • Mirabelle can render a magical or supernatural effect permanent. The rest requirement varies with the effect: 10 minutes per level of the effect times the number of subjects affected, 10 minutes per total Hit Dice of creatures affected, or 10 minutes per 10-foot cube affected. Use the highest applicable value.
    • Mirabelle can create temporary, nonmagical objects. This works like the Create Object ability (including the required rest period), except that the items last one day per rank.
    • Mirabelle also can create permanent nonmagical objects as if using the Create Object ability except that all rest requirements are doubled and there is no reduction in rest time for being on an Outer Plane or in Mirabelle’s own realm.
    • Mirabelle can create temporary magic items or creatures. This works like the Divine Creation ability (including the required rest period), except that the items or creatures created last 1 hour per rank. This ability cannot create permanent magic items or creatures.
    • Mirabelle can reshape a landscape, creating any type of terrain Mirabelle can imagine. Each 10-foot cube of material to be reshaped requires 1 round of effort, and Mirabelle must rest for one day per 10-foot cube shaped after the work is completed.
  • Automatic Metamagic (Maximized Spell-Like Abilities): As a free action, Mirabelle can apply the Maximize Spell feat to her spell-like abilities. A spell altered by the use of this ability does not use up a higher-level slot.
  • Automatic Metamagic (Repeated Spell-Like Abilities): As a free action, Mirabelle can apply the Repeat Spell feat to her spell-like abilities. A spell altered by the use of this ability does not use up a higher-level slot.
  • Automatic Metamagic (Twinned Spell-Like Abilities): As a free action, Mirabelle can apply the Twin Spell feat to her spell-like abilities. A spell altered by the use of this ability does not use up a higher-level slot.
  • Extra Sense Enhancement (Touch):
  • Natural Undeath (Unique Salient Divine Ability): Mirabelle possesses none of the (already-reduced) weaknesses that a vampire lord possesses. That is,

Other Divine Traits

[Stuff goes here]

Feats, Flaws, and Traits

Feats

  • Notes: BotWB denotes bonus feats from Mirabelle's Bite of the Werebear permanent spell, D denotes bonus feats gained from Mirabelle's domains, H denotes bonus feats from Mirabelle's Heroics permanent buff spell, TV denotes bonus feats from Mirabelle's Terror Vampire template, and VL denotes bonus feats from Mirabelle's Vampire Lord template.
  • AlertnessTV: Mirabelle gains a +2 bonus on all Listen and Spot checks.
  • Blind-FightBotWB: In melee, every time Mirabelle misses because of concealment, she can reroll her miss chance percentile roll one time to see if she actually hit. An invisible attacker gets no advantages related to hitting Mirabelle in melee. That is, she doesn't lose her Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. Mirabelle takes only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces her speed to three-quarters normal, instead of one-half.
  • Customize Domain (Animal):
  • Customize Domain (Magic):
  • Customize Domain (Planning):
  • Enspell Familiar:
  • Fairy Mysteries Initiate: Mirabelle and her master Alaya frequently engage in exuberant necrololiyuri acts that allow them to use their Intelligence modifier to determine bonus hit points instead of their Constitution modifier.
  • Improved Critical (Flindbar)H:
  • Improved InitiativeD: Mirabelle gains a +4 bonus on all initiative checks.
  • Iron WillVL: Mirabelle gains a +2 bonus on all Will saves.
  • LeadershipVL: See [1] here.
  • Lightning ReflexesTV: Mirabelle gains a +2 bonus on all Reflex saves.
  • Mindsight: Mirabelle automatically detects and pinpoints the location of any nonmindless (Intelligence 1+) creature within her telepathy radius (100 feet), as though she had blindsense with respect to those creatures. Mirabelle also automatically detects the creature type and Intelligence score of each creature.
  • MultiattackBotWB: Mirabelle's secondary attacks with her natural weapons take only a -2 penalty.
  • Natural Spell: Mirabelle can complete the verbal and somatic components of spells while in a wild shape. She can also use any material components or focuses she possesses, even if such items are melded within your current form. Any wild shape form that Mirabelle takes is actually a cute loli version of the form, so turning into a dinosaur would give her claws and a tail (dinomimi form), whereas turning into a bat would give her bat ears and bat wings. She can also actually speak normally in a wild shape, although she sporadically makes cute animal sounds depending on the form.
  • PersuasiveTV: Mirabelle gains a +2 bonus on all Bluff and Intimidate checks.
  • Power AttackBotWB: On Mirabelle's action, before making attack rolls for a round, she may choose to subtract a number from all melee attack rolls and add the same number (or twice that number for a two-handed weapon) to all melee damage rolls. This number may not exceed Mirabelle's base attack bonus (+11 unbuffed, +15 buffed). The penalty on attacks and bonus on damage applies until her next turn.
  • Skill Focus (Knowledge [nature]):
  • Spell Focus (Transmutation): Mirabelle's save DCs for transmutation spells she casts gain a +1 bonus.

Mirror Move Feats

  • Canny Opportunist:
  • Cleave: If Mirabelle brings a creature to 0 hp or below with an attack, she gets an immediate, extra melee attack against another creature within reach. She cannot make a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. Mirabelle can use this feat once per round.
  • Combat Expertise: When Mirabelle uses the attack action or the full attack action in melee, she can take a penalty of as much as -5 on her attack rolls and add the same number (+5 or less) as a dodge bonus to her AC. The changes to attack rolls and Armor Class last until her next action.
  • Combat Reflexes: Mirabelle can make a number of additional AoOs each round equal to her Dexterity bonus (+18). Mirabelle can also make AoOs when flat-footed.
  • Elusive Dance: During her action, Alaya can designate any opponent for this feat. That enemy cannot make AoOs against Alaya until she designates a different opponent.
  • Flyby Attack: When flying, Mirabelle can take a move action (including a dive) and another standard action at any point during the move. Mirabelle cannot take a second move action during a round in which she makes a flyby attack.
  • Great Cleave: As Cleave, except that there is no limit to the number of times Mirabelle can use it each round.
  • Great Flyby Attack: As a full-round action, Mirabelle can move up to her fly speed in a straight line and attack a number of opponents equal to her Dexterity bonus (+18). All targets must be within her reach along the line of movement. She makes one attack roll, adds the appropriate modifiers, and compares the result to the AC of each opponent she is attacking. If any hits are successful, she makes one damage roll, and adds the appropriate modifiers. Each successful hit does the full damage to that creature; do not divide the result of the damage roll among the target. Targets of Mirabelle's attaack do not gain AoOs against her, but other opponents that would be entitled to AoOs may take them.
  • Hold the Line: Mirabelle can make an AoO against a charging opponent who enters an area she threatens. Her AoO happens immediately before the charge attack is resolved.
  • Improved Grapple: Mirabelle does not provoke an AoO when making a touch attack to start a grapple. Mirabelle also gains a +4 bonus on all grapple checks, regardless of whether she started the grapple.
  • Improved Unarmed Strike: Mirabelle is considered armed even when unarmed. She does not provoke AoOs from armed opponents when she makes an unarmed strike against them, and her unarmed strikes can deal either lethal or nonlethal damage at her option.
  • Martial Stance (Thicket of Blades): Mirabelle has access to the Thicket of Blades stance.
  • Martial Study (Foehammer): Once per encounter as a standard action, Mirabelle can use the Foehammer maneuver. Mirabelle makes a melee attack which deals +2d6 damage and overcomes damage resistance.
  • Martial Study (Iron Heart Surge): Once per encounter as a standard action, Mirabelle can use the Iron Heart Surge maneuver.
  • Martial Study (Steel Wind): Once per encounter as a standard action, Mirabelle can us the Steel Wind maneuver. Mirabelle makes a melee attack against two enemies within her reach.
  • Mercurial Strike: If an opponent provokes an AoO from Mirabelle but she is unarmed, she can draw a melee weapon and make her AoO with it. The target of her AoO is flat-footed for the attack.
  • Occult Opportunist: If an opponent Mirabelle threatens dismisses a spell, directs or redirects an active spell, casts a spell as a swift action, or makes a turn/rebuke undead attempt, Mirabelle, that enemy provokes an AoO from Mirabelle. If she damages the opponent, the enemy loses the action that was interrupted unless it mas a Concentration check (DC 10 + damage dealt by the AoO).
  • Quick Draw: Mirabelle can draw a weapon as a free action instead of as a move action, or a hidden weapon as a move action. Mirabelle may throw weapons at her full normal rate of attacks, as though she were using a bow.
  • Robilar's Gambit: At the start of her action, Mirabelle can adopt a fighting stance that exposes her to harm but allows her to take advantage of her opponent's defenses as they reach in to attack her. Anyone who strikes at Mirabelle gains a +4 bonus on attack and damage rolls against her. In retrn, they provoke AoOs from her each time they swing. Reslve Mirabelle's AoOs after her foe's attack.
  • Supernatural Instincts: When a creature Mirabelle threatens uses a supernatual ability, it provokes an AoO from her. Unlike a spell or spell-like ability, though, a successful hit does not require the target to succeed on a Concentration check to continue to make use of the supernatural ability.

Flaws

  • Cookie-Infested: Due to her connection with a loli demigoddess of cookies, Mirabelle has an invasive affinity for them. Whenever Mirabelle pulls out an item from a container or crafts an item from thin air, there is a 50% chance that she pulls out a cookie instead. Mirabelle can choose to intentionally have the next item she pulls out from a container or crafts from thin air be a cookie instead.
  • Tentacle-Abused: Mirabelle experiences tentacles on a nightly or semi-nightly basis thanks to her dear master, Alaya. Mirabelle suffers a -4 penalty on all grapple checks while in her natural form (not in a Wild Shape form or any form other than her original one). In addition, her master Alaya ignores Mirabelle's Proof against Transmutation, Freedom of Movement, and Disobedience, and automatically succeeds on any grapple checks against Mirabelle.

Traits

  • Note: Although Masochist and Sadist are not traits in the Unearthed Arcana sense, since they are simply free bonuses from the Book of Vile Darkness, they are still considered traits for the purpose of these stats.
  • Polite: Mirabelle a pleasant and coy little girl, making it easier for her to negotiate with others, yet making it harder for her to scare someone. Mirabelle gains a +1 bonus on Diplomacy checks in exchange for a -2 penalty on Intimidate checks.
  • Masochist: Mirabelle... enjoys and submits to the pain that her dear master regularly puts her through. Mirabelle gains a +4 circumstance bonus on saving throws against pain effects (such as a Symbol of Pain). Furthermore, if she takes damage equal to her character level (15) in a round, she gains a +1 circumstance bonus on attack and damage rolls, skill checks, and saving throws for the next round.
  • Sadist: On the other hand, Mirabelle's dear master sometimes has to rest powerless after exerting effort with Alter Reality, and Mirabelle... takes advantage of this. If Mirabelle inflicts damage equal to her character level (15) in a round, she gains a +1 circumstance bonus on attack and damage rolls, skill checks and saving throws for the next round.

Inventory

Collar of Mirabelle's Miscellany (Artifact Wondrous Item)

This 1-inch wide collar of black, surprisingly comfortable Pit Fiend leather serves as a consolidated wondrous item for the various effects that Mirabelle needs from several standard magic items. It confers the following benefits to the wearer, each one being from an existing wondrous item:

  • +1 enhancement bonus, and the Alaya's Fang, Collision, Ghost Touch, Impact, and Valorous magic weapon special abilities conferred onto 7 of the wielder's natural weapons(fangs, tail, 2 claws, 2 wings, unarmed strikes), as per a 1,404,200 gp +10 Necklace of Natural Weapons (7 Natural Weapons).
  • +4 effective druid levels for the purpose of the Wild Shape class feature, or Wild Shape as a 5th-level druid if the wearer has no druid levels, as per a 40,000 gp Wild Shape Amulet.
  • +5 effective monk levels for unarmed damage and AC bonus, or unarmed damage and AC bonus as a 5th-level monk if the wearer has no monk levels, as per a 13,000 gp Monk's Belt.
  • +1 untyped bonus on the wearer's caster level, as per a 30,000 gp Orange Prism Ioun Stone.
  • +2 untyped bonus on the wearer's caster level checks made to overcome spell resistance, as per an 8,000 gp Third Eye Penetrate.
  • +5 untyped bonus on the wearer's existing spell resistance, as per a 25,000 gp Daazzix's Vest.
  • +2 competence bonus on the wearer's initiative checks, and three daily charges each day which can be expended as a swift action (1 charge for a move action, 2 charges for a standard action, 3 charges for a full-round action), as per a 12,000 gp Belt of Battle.
  • +2 insight bonus on the wearer's initiative checks and Spot checks, as per a 5,000 gp Helm of Righteous War.
  • +2 luck bonus on the wearer's initiative checks and immunity to exhaustion, as per 4,000 gp Sandals of the Vagabond.
  • +4 untyped bonus on the wearer's checks to resist bull rush, overrun, and trip attacks, and any weapon the wielder carries is treated as if readied against any creature that charges her, as per 1,400 gp Steadfast Boots.
  • Any melee attack or melee touch attack made by the wielder deals extra fire damage equal to the wielder's Charisma bonus, as per 13,000 gp Gauntlets of Heartfelt Blows.
  • Any weapon the wielder carries gains the Returning and Throwing magic weapon special abilities, as per a 10,000 gp Glove of Taarnahm the Vigilant.
  • The wielder moves at her normal speed even when wearing medium or heavy armor or when carrying a medium or heavy load, as per a 2,000 gp Tooth of Savnok.

In addition, the collar bestows a small selection of unique benefits:

  • Any spells or spell effects cast by the wearer on herself or her familiar or animal companion cannot be dispelled or disjoined.
  • The wearer gains immunity to turn/rebuke undead.
  • The wearer gains immunity to decapitation by any means, whether through a Vorpal weapon or through other methods of beheading.

As an artifact, the collar cannot be sundered unless it has been Disjoined first. However, disjoining the collar comes with a risk: the save DC for the Will save required to prevent the loss of all spellcasting increases to 20 + 1/2 the wearer's divine rank (if any) + the wearer's Charisma modifier (DC 51 if Mirabelle is the wearer), and this loss extends to all spell-like abilities of the victim as well.

Cursed Red-White Miko Garb (Artifact Cursed Item)

Red String of Fate (Artifact Legacy Weapon)

The Red String of Fate is a thin, unassuming length of red string, about 5 feet in length. It does not exactly seem serviceable as a weapon, though for anyone who actually picks it up and wields it, it functions as a nonmetallic, nonwooden +1 Greater Anchoring, Sizing, Spellblade (Trap the Soul), Executioner's Mace. The string is actually a legacy weapon, and an artifact to boot. The following table details the progression of the item from levels 1 through 15:

Level Attack Penalty Will Save Penalty HP Loss (Cumulative) Legacy Abilities
5th - - - Fate Inseparable
6th -1 - - Fate Inevitable
7th - -1 -2 Fate of Order
8th - - -2 Fate of Anarchy
9th - -2 - Fate of the Clockwork
10th - - -2 Fate of the Undying
11th - - - -
12th -2 - - Fate Unrelenting
13th - - - -
14th - - -2 Fate Undeniable
15th - -3 - Fate Transpersonal
  • Fate Inseparable (Su): So as long as the wielder remains conscious, the wielder cannot be disarmed of the Red String of Fate unless she wills it. The wielder automatically succeeds on checks made to resist disarm attempts, and the wielder does not drop the Red String of Fate if she becomes panicked or stunned.
  • Fate Inevitable (Su): As an at-will move action that does not provoke attacks of opportunity, the wielder can call the Red String of Fate to her hands from anywhere on the same plane.
  • Fate of Order (Su): The wielder of the Red String of Fate can use a standard action to detect the presence of any outsiders with the lawful subtype within 60 feet. In addition, the wielder ignores the damage reduction of outsiders with the lawful subtype, whether through attacks with the weapon or natural attacks.
  • Fate of Anarchy (Su): As Fate of Order, except the ability applies to outsiders with the chaotic subtype rather than outsiders with the lawful subtype.
  • Fate of the Clockwork (Su): As Fate of Order, except the ability applies to constructs rather than outsiders with the lawful subtype.
  • Fate of the Undying (Su): As Fate of Order, except the ability applies to undead rather than outsiders with the lawful subtype.
  • Fate Unrelenting (Ex): The critical threat range of the Red String of Fate rises from 20/×2 to 19-20/×2.
  • Fate Undeniable (Ex): The critical threat range of the Red String of Fate rises from 19-20/x2 to 18-20/x2.
  • Fate Transpersonal (Su):

Mirabelle would find this weapon inadequate were it not for all of the permanent buff spells that Mirabelle has cast upon it. Through a combination of various spells, the Red String of Fate serves as a +5 Alaya's Fang, Axiomatic, Collision, Ghost Touch, Greater Anchoring, Morphing, Sizing, Spellguard (Trap the Soul), Valorous Executioner's Mace. Thanks to Greater Mighty WallopRotD, its base damage is that of a Colossal executioner's mace (8d6) while still remaining a Medium weapon, and the Dolorous BlowSpC spell lets it automatically confirm critical hits. The weapon has also been fitted with a Greater Truedeath Crystal, letting the weapon deal an extra 1d6 damage against undead and letting it deal precision damage and critical hits against undead.

The Alaya's Fang weapon special ability costs a +4 price bonus, and it causes the soul of any creature slain by the melee weapon to be trapped in bondage in Alaya's godly realm, unable to be resurrected even by a True Resurrection, Wish, or Miracle until the victim's soul is released from the realm. The Red String of Fate's weapon special ability of Morphing facilitates cosmetic cool factor rather than weapon versatility. The alternate forms favored by Mirabelle include a bloody baseball bat with nails adorning the top, a giant mallet, and a giganotosaurus; these forms do not affect the actual statistics of the weapon.

Mirabelle's Natural Weapons

Mirabelle's natural weapons, which are already boosted thanks to her collar acting as a Necklace of Natural Weapons, have undergone augmentations similar to those of the Red String of Fate.

  • Mirabelle's fangs function as a +5 Alaya's Fang, Collision, Ghost Touch, Impact, Valorous, Vorpal natural weapon.
  • Mirabelle's tail serves as a +5 Alaya's Fang, Collision, Ghost Touch, Impact, Valorous natural weapon.
  • Mirabelle's wings function as a pair of +5 Alaya's Fang, Collision, Ghost Touch, Impact, Valorous natural weapons.
  • Mirabelle's claws act as a pair of +5 Alaya's Fang, Collision, Ghost Touch, Keen, Valorous, Vorpal natural weapons.

Domains

Mirabelle is a deity of Animals (in particular, dinosaurs), Magic, Summoning, and Time; this may or may not imply that her religion is all about travelling back in time to see the land of the dinosaurs, and summoning dinosaurs into the present through time magic. As a divine exarch of Alaya, Mirabelle isn't really supposed to have her own followers, although she's still prepared for her own clergy in the event that she actually does get her own worshippers. Mirabelle offers her divine followers great power as far as domain spells go (I mean, just look at those domain spells), fully supporting the use of Persistent Spells and Nightsticks for her clerics. Druids of Mirabelle receive one of Mirabelle's domains, and the corresponding domain granted power and domain spell slots, as per the rule for druid domains on page 68 of Unearthed Arcana; this is why it's good to be a druid of Mirabelle, if you're a druid, that is.

Animal Customized Domain

Domain Granted Power: You can use Speak with AnimalsPHB once per day as a spell-like ability. Add Knowledge (nature) to your list of cleric class skills, or gain Skill Focus (Knowledge [nature]) as a bonus feat if Knowledge (nature) is already a class skill for you.

  • 1st-level: Claws of the BearSpC: Your hands become weapons that deal 1d8 damage.
  • 2nd-level: Melf's Unicorn Arrow Mirabelle's Triceratops ArrowPHB2: 1d8+8 damage and bull rush; +1 arrow/3 levels beyond 5th.
  • 3rd-level: Lion's ChargeSpC: You can make a full attack on a charge for 1 round.
  • 4th-level: PolymorphPHB: Gives one willing subject a new form.
  • 5th-level: Owl's InsightSpC: Subject gains Wis bonus equal to half your level for 1 hour.
  • 6th-level: Bite of the WerebearSpC: You gain the Strength and attacks of a werebear.
  • 7th-level: Animal ShapesPHB: One ally/level polymorphs into chosen animal.
  • 8th-level: Lion's RoarSpC: Deals 1d8 points of damage/2 levels to enemies; allies get +1 on attacks and saves against fear, plus temporary hp.
  • 9th-level: ShapechangePHB: Transforms you into any creature, and change forms once per round.

Magic Customized Domain

Domain Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.

  • 1st-level: Nystul's Magic AuraPHB: Alters object's magic aura.
  • 2nd-level: Beastland FerocitySpC: Subject fights without penalty while disabled or dying.
  • 3rd-level: WraithstrikeSpC: Your melee attacks strike as touch attacks for 1 round.
  • 4th-level: Mighty Wallop, GreaterRotD: +1 size category of bludgeoning weapon/four levels (maximum 5).
  • 5th-level: Favor of the MartyrSpC: Subject gains immunity to nonlethal damage, charm and compulsion effects, and other adverse conditions.
  • 6th-level: Antimagic FieldPHB: Negates magic within 10 feet.
  • 7th-level: StarmantleBoED: Cloak of stars destroys nonmagical weapons on contact and allows wearer a DC 15 Reflex save to reduce damage from magic weapons by half.
  • 8th-level: AvasculateSpC: Reduce foe to half hp and stun.
  • 9th-level: Mordenkainen's DisjunctionPHB: Dispels magic, disenchants magic items.

Summoner Domain

Domain Granted Power: You cast all conjuration (summoning) and conjuration (calling) spells at +2 caster level

  • 1st-level: Summon Monster IPHB: Calls extraplanar creature to fight for you.
  • 2nd-level: Summon Monster IIPHB: Calls extraplanar creature to fight for you.
  • 3rd-level: Summon Monster IIIPHB: Calls extraplanar creature to fight for you.
  • 4th-level: Planar Ally, LesserPHB: Exchange services with a 6 HD extraplanar creature.
  • 5th-level: Summon Monster VPHB: Calls extraplanar creature to fight for you.
  • 6th-level: Planar AllyPHB: As lesser planar ally, but up to 16 HD.
  • 7th-level: Summon Monster VIIPHB: Calls extraplanar creature to fight for you.
  • 8th-level: Planar Ally, GreaterPHB: As lesser planar ally, but up to 24 HD.
  • 9th-level: GatePHB: Connects two planes for travel or summoning.

Time Customized Domain

Domain Granted Power: You gain Improved Initiative as a bonus feat.

  • 1st-level: True StrikePHB: +20 on your next attack roll.
  • 2nd-level: Celerity, LesserPHB2: Take a move action immediately, but be dazed for a round.
  • 3rd-level: Aging Touch, ReverseDr350: Target takes cumulative Strength, Dexterity, and Constitution damage, and progressively becomes younger.
  • 4th-level: CelerityPHB2: Take a standard action immediately, but be dazed for a round.
  • 5th-level: Temporal RepairDr350: Dispel time-affecting spells in the area around you.
  • 6th-level: ContingencyPHB: Sets trigger condition for another spell.
  • 7th-level: Amber SarcophagusBoED: Target is trapped in stasis inside amber.
  • 8th-level: Celerity, GreaterPHB2: Take a full-round action immediately, but be dazed for a round.
  • 9th-level: Time StopPHB: You act freely for 1d4+1 rounds.

Permanent Spells

Mirabelle has used her Alter Reality salient divine ability to cast several buff spells on herself, as well as her weapon, the Red String of Fate, which have then been made permanent with the same salient divine ability. The following notes must be taken into account:

  • Several of these spells have benefits which are negligible or inapplicable for Mirabelle. The benefits listed below only include the significant ones.
  • Mirabelle has emulated the Ability Enhancer feat using her action points, increasing each of the ability score bonuses granted by transmutation spells by +2. This increase has already been included in the bonuses below.
  • The caster level for each spell is 19th thanks to her collar and her caster level buffs.
  • Each spell has been Heightened to 9th-level, and Empowered and Maximized when applicable.
  • These spells cannot be dispelled, disjoined, or otherwise nullified due to them being duplicates of spells from the Alter Reality salient divine ability, and since Mirabelle's collar prevents her spells cast on herself or her master from being dispelled or disjoined anyway.

Key to book abbreviations:

  • BoED: Spell Compendium
  • BoVD: Book of Vile Darkness
  • CC: Complete Champion
  • CD: Complete Divine
  • CS: Complete Scoundrel
  • Dr308: Dragon Magazine #308
  • Dr350: Dragon Magazine #350
  • Dra: Draconomicon
  • DrM: Dragon Magic
  • ECS: Eberron Campaign Setting
  • FB: Frostburn
  • LEoF: Lost Empires of Faerun
  • LM: Libris Mortis
  • PHB: Player's Handbook
  • PHB2: Player's Handbook II
  • RoD: Races of Destiny
  • RoE: Races of Eberron
  • RotD: Races of the Dragon
  • RotW: Races of the Wild
  • SK: Serpent Kingdoms
  • SS: Sandstorm
  • TaB: Tome and Blood
  • Web: WotC Website

Caster Level Increases

  • Create Magic TattooSpC: Mirabelle gains +1 caster level.
  • Hymn of PraiseSpC: Mirabelle and all nonevil spellcasters within 50 feet gain +2 caster level.

Ability Score Bonuses

  • Bite of the WerebearSpC: Mirabelle gains a +13 enhancement bonus to Strength, a +10 enhancement bonus to Constitution, a +7 enhancement bonus to natural armor, two natural claw attacks which each deal 1d8 for a Medium creature + Strength modifier damage, a natural bite attack which deals 2d8 (for a Medium creature) + 1/2 Strength modifier damage, and Blind-Fight, Multiattack, and Power Attack as bonus feats.
  • Enhance Wild ShapeSpC: Mirabelle gains a +4 bonus to Strength and Dexterity.
  • Greater Visage of the DeitySpC: Mirabelle gains a +6 bonus to Strength, a +4 bonus to Dexterity, a +4 bonus to Intelligence, a +6 bonus to Wisdom, and a +6 bonus to Charisma.
  • Necrotic EmpowermentLM: Mirabelle gains a +8 enhancement bonus to Dexterity, Intelligence, and Wisdom, and a +5 competence bonus on Fortitude saves.
  • Nixie's GraceSpC: Mirabelle gains a +10 enhancement bonus to Charisma.
  • Owl's InsightSpC: Mirabelle gains a +13 insight bonus to Wisdom. Alaya has cast this spell upon Mirabelle at caster level 23rd.

Attack Bonuses

  • Burning RagePHB2: Mirabelle gains a +1 bonus on attack rolls and a +2 bonus on damage rolls, but takes 4 fire damage at the start of each of her turns.
  • Divine FavorPHB: Mirabelle gains a +3 luck bonus on attack and weapon damage rolls.
  • Divine PowerPHB: Mirabelle's BAB is equal to her character level.
  • Enhance FamiliarSpC: Mirabelle gains a +2 competence bonus on saves, attack rolls, and melee damage rolls, and a +2 dodge bonus to AC. Alaya has cast this spell upon Mirabelle at caster level 23rd.
  • HastePHB: Mirabelle gains an extra attack at her highest attack bonus when making a full attack, a +30 enhancement bonus to all her movement speeds, a +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves. This dodge bonus is lost whenever she would lose her Dexterity bonus her AC.
  • Interfaith BlessingSpC: Mirabelle gains a +1 bonus on attack rolls and saving throws.
  • Mastery of the SkyRotW: Mirabelle gains a +2 competence bonus on attack and damage rolls when airborne, her flight maneuverability becomes perfect, her movement (whether airborne or not) is unaffected by winds of less than hurricane strength, ranged weapon attacks made against her automatically miss, siege weapon attacks against her take a -4 penalty, melee attacks made against her by Huge or smaller enemies have a 50% miss chance, and Medium or smaller creatures cannot enter her space (such as to bull rush her or tumble through her space).

Damage Bonuses

  • Burning RagePHB2: Mirabelle gains a +1 bonus on attack rolls and a +2 bonus on damage rolls, but takes 4 fire damage at the start of each of her turns.
  • Divine FavorPHB: Mirabelle gains a +3 luck bonus on attack and weapon damage rolls.
  • Enhance FamiliarSpC: Mirabelle gains a +2 competence bonus on saves, attack rolls, and melee damage rolls, and a +2 dodge bonus to AC. Alaya has cast this spell upon Mirabelle at caster level 23rd.
  • Mastery of the SkyRotW: Mirabelle gains a +2 competence bonus on attack and damage rolls when airborne, her flight maneuverability becomes perfect, her movement (whether airborne or not) is unaffected by winds of less than hurricane strength, ranged weapon attacks made against her automatically miss, siege weapon attacks against her take a -4 penalty, melee attacks made against her by Huge or smaller enemies have a 50% miss chance, and Medium or smaller creatures cannot enter her space (such as to bull rush her or tumble through her space).

AC Bonuses

  • Bite of the WerebearSpC: Mirabelle gains a +18 enhancement bonus to Strength, a +7 enhancement bonus to natural armor, two natural claw attacks which each deal 1d8 for a Medium creature + Strength modifier damage, a natural bite attack which deals 2d8 (for a Medium creature) + 1/2 Strength modifier damage, and Blind-Fight, Multiattack, and Power Attack as bonus feats.
  • Enhance FamiliarSpC: Mirabelle gains a +2 competence bonus on saves, attack rolls, and melee damage rolls, and a +2 dodge bonus to AC. Alaya has cast this spell upon Mirabelle at caster level 23rd.
  • Exalted RaimentCS: Mirabelle gains a +4 sacred bonus to AC.
  • ForesightPHB: Mirabelle receives instantaneous warnings of impending danger or harm to her. She is never surprised or flat-footed. In addition, the spell gives Mirabelle a general idea of what action she might take to best protect herself and gives her a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever she would lose her Dexterity bonus her AC.
  • HastePHB: Mirabelle gains an extra attack at her highest attack bonus when making a full attack, a +30 enhancement bonus to all her movement speeds, a +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves. This dodge bonus is lost whenever she would lose her Dexterity bonus her AC.
  • Holy StarSpC: Mirabelle gains a +6 circumstance bonus to AC.
  • Luminous Armor, GreaterBoED: Mirabelle gains a +8 armor bonus to AC, and melee attack rolls against her take a -4 penalty.
  • ShieldPHB: Mirabelle gains a +4 shield bonus to AC.
  • Visions of the FuturePHB2: Mirabelle gains a +2 sacred bonus on saves and a +2 dodge bonus to AC.

Save Bonuses

  • Divine BenedictionCC: Mirabelle gains a +2 luck bonus on saves. Alaya has cast this spell upon Mirabelle at caster level 23rd.
  • Enhance FamiliarSpC: Mirabelle gains a +2 competence bonus on saves, attack rolls, and melee damage rolls, and a +2 dodge bonus to AC. Alaya has cast this spell upon Mirabelle at caster level 23rd.
  • ForesightPHB: Mirabelle receives instantaneous warnings of impending danger or harm to her. She is never surprised or flat-footed. In addition, the spell gives Mirabelle a general idea of what action she might take to best protect herself and gives her a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever she would lose her Dexterity bonus her AC.
  • HastePHB: Mirabelle gains an extra attack at her highest attack bonus when making a full attack, a +30 enhancement bonus to all her movement speeds, a +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves. This dodge bonus is lost whenever she would lose her Dexterity bonus her AC.
  • Interfaith BlessingSpC: Mirabelle gains a +1 bonus on attack rolls and saving throws.
  • Necrotic EmpowermentLM: Mirabelle gains a +8 enhancement bonus to Dexterity, Intelligence, and Wisdom, and a +5 competence bonus on Fortitude saves.
  • Resistance, SuperiorSpC: Mirabelle gains a +6 resistance bonus on all saving throws.
  • Visions of the FuturePHB2: Mirabelle gains a +2 sacred bonus on saves and a +2 dodge bonus to AC.

Skill Bonuses

  • Essence of the RaptorSpC: Mirabelle gains a +8 bonus on Hide, Jump, Listen, Spot, and Survival checks, and gains the Scent special quality.
  • Find TrapsPHB: Mirabelle can use the Search skill to detect traps just as a rogue can. In addition, she gains a +10 insight bonus on Search checks made to find traps. Alaya has cast this spell upon Mirabelle at caster level 23rd.
  • Friendly FaceRoD: Mirabelle gains a +5 circumstance bonus on Diplomacy and Gather Information checks.
  • GlibnessPHB: Mirabelle gains a +30 bonus on Bluff checks made to convince another of the truth of her words. (This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)
  • Primal InstinctsDrM: Mirabelle gains a +5 competence bonus on initiative and Survival checks.
  • Primal SensesDrM: Mirabelle gains a +5 competence bonus on Listen and Spot checks.
  • Serene VisageSpC: Mirabelle gains a +10 insight bonus on Bluff checks.
  • Shadow FormCA: Mirabelle gains a +4 competence bonus on Escape Artist, Hide, and Move Silently checks.
  • Sirine's GraceSpC: Mirabelle gains a swim speed of 60 ft. and a +8 bonus on Perform checks.
  • Tongue of BaalzebulBoVD: Mirabelle gains a +2 competence bonus on Bluff, Diplomacy, and Gather Information checks.
  • Voice of the DragonDra: Mirabelle gains a +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks.
  • Wild InstinctsRoE: Mirabelle retains her Dexterity bonus to AC even if caught flat-footed or attacked by an unseen opponent, and she gains a +10 insight bonus on Listen and Spot checks.

Move Speed

  • Cloud WingsSpC: Mirabelle gains a +30 bonus to her fly speed.
  • Fly Like an ArrowDr308:: If Mirabelle flies in a straight line and performs no actions other than moving or running in a round, she can move at 10 times her regular (after any other spells) movement speed in a straight line in the subsequent round.
  • Footsteps of the DivineCC: Mirabelle gains a +40 bonus to all her movement speeds.
  • HastePHB: Mirabelle gains an extra attack at her highest attack bonus when making a full attack, a +30 enhancement bonus to all her movement speeds, a +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves. This dodge bonus is lost whenever she would lose her Dexterity bonus her AC.
  • Mastery of the SkyRotW: Mirabelle gains a +2 competence bonus on attack and damage rolls when airborne, her flight maneuverability becomes perfect, her movement (whether airborne or not) is unaffected by winds of less than hurricane strength, ranged weapon attacks made against her automatically miss, siege weapon attacks against her take a -4 penalty, melee attacks made against her by Huge or smaller enemies have a 50% miss chance, and Medium or smaller creatures cannot enter her space (such as to bull rush her or tumble through her space).
  • Sirine's GraceSpC: Mirabelle gains a swim speed of 60 ft. and a +8 bonus on Perform checks.
  • Xorn MovementSpC: Mirabelle can move through natural earth and stone (but not worked stone, brick, or metal) as a Xorn does, leaving behind no tunnel or sign of passage. A Move EarthPHB spell cast on an area that Mirabelle occupies flings her back 30 feet.

Weapon Spells

  • Claws of the BebilithBoVD: When Mirabelle hits an enemy with a claw attack, she rolls 1d6. On a roll of 1-4, she makes a sunder attempt against the enemy's armor as a free action, while on a roll of 5-6, she makes a sunder attempt against the enemy's shield (or armor if the enemy has no shield) as a free action.
  • Dolorous BlowSpC: Mirabelle's Red String of Fate automatically confirms critical hits
  • Fangs of the Vampire KingSpC: Mirabelle's fangs deal 1 Constitution damage..
  • Ghost Touch WeaponSpC: Mirabelle's Red String of Fate gains the Ghost Touch weapon special ability.
  • Lawful SwordSpC: Mirabelle's Red String of Fate gains the Axiomatic weapon special ability, a +5 enhancement bonus on attack and damage rolls, and a Magic Circle against Chaos.
  • Magic Fang, SuperiorSpC: Mirabelle's natural weapons receive a +5 enhancement bonus on attack and damage rolls.
  • Natural Weapon Augmentation, GreaterRoE: Mirabelle's fangs gain the Vorpal weapon special ability.
  • Natural Weapon Augmentation, LesserRoE: Mirabelle's claws gain the Keen weapon special ability.
  • Weapon AugmentationECS: Mirabelle's Red String of Fate gains the Collision weapon special ability.
  • Weapon Augmentation, GreaterECS: Mirabelle's Red String of Fate gains the Alaya's Fang weapon special ability.
  • Weapon Augmentation, LesserECS: Mirabelle's Red String of Fate gains the Valorous weapon special ability.
  • Weapon Augmentation, PersonalECS: Mirabelle's Red String of Fate gains the Morphing weapon special ability.
  • VenomfireSK: Mirabelle's poisoned bite deals an additonal 5d6+69 searing fire damage, 5d6+69 piercing cold damage, and 11d6+138 vile damage. Alaya has cast this spell upon Mirabelle at caster level 23rd with the Energy Substitution (fire), Energy Admixture (cold), Empower Spell, Maximize Spell, Searing Spell, Piercing Cold, and Corrupt Spell metamagic feats.
  • Vorpal ClawsDr308: Mirabelle's claws gain the Vorpal weapon special ability.

Immunities

  • Antimagic FieldSRD: Mirabelle emanates a 10-foot-radius sphere of antimagic, which does not affect her because she is a deity, and neither does it affect her artifacts because they are artifacts.
  • DisobedienceCS: Mirabelle can fool a creature attempting to exercise mental control over her, sending false information to the creature that she is under the creature's control. The would-be controller must make a DC 51 Will save or believe that its spell or ability has taken effect and that Mirabelle is now under its control. Mirabelle becomes aware of commands issued by that creature and can choose to act however she pleases, disregarding the would-be controller's orders or going along with them in a pretense of obedience.
  • Energy ImmunitySpC: Mirabelle is immune to sonic damage.
  • Favor of the MartyrSpC: Mirabelle is immune to dazing.
  • ForcewardSpC: Mirabelle emanates a 15-foot-radius sphere of force which completely negates and blocks out force effects such as Magic MissilePHB and Wings of FlurryRotD. An incorporeal creature or a creature with the [force] subtype must make a DC 51 Will save to enter the area of the sphere. If Mirabelle moves towards an incorporeal creature or a creature with the [force] subtype such that the creature enters the sphere, the creature is treated as if it had automatically succeeded on the Will save.
  • ForesightPHB: Mirabelle receives instantaneous warnings of impending danger or harm to her. She is never surprised or flat-footed. In addition, the spell gives Mirabelle a general idea of what action she might take to best protect herself and gives her a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever she would lose a Dexterity bonus her AC.
  • Freedom of MovementPHB: Mirabelle can move and attack normally, even under the influence of magic that usually impedes movement, such as paralysis, Solid FogPHB, SlowPHB, and WebPHB. Mirabelle automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. Mirabelle can move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.
  • IronguardSpC: Mirabelle is immune to metal, and even magical metal. Metal weapons simply pass through her, and she can walk through metal barriers such as iron bars.
  • Life WardSpC: Mirabelle is immune to all positive energy effects,
  • LightfootSpC: Mirabelle provokes no attacks of opportunity when moving.
  • Mantle of the Icy SoulFB: Mirabelle gains the cold subtype.
  • Mastery of the SkyRotW: Mirabelle gains a +2 competence bonus on attack and damage rolls when airborne, her flight maneuverability becomes perfect, her movement (whether airborne or not) is unaffected by winds of less than hurricane strength, ranged weapon attacks made against her automatically miss, siege weapon attacks against her take a -4 penalty, melee attacks made against her by Huge or smaller enemies have a 50% miss chance, and Medium or smaller creatures cannot enter her space (such as to bull rush her or tumble through her space).
  • Mind BlankPHB: Mirabelle is protected from all devices and spells that detect, influence, or read emotions or thoughts. Mirabelle is protected against all mind-affecting spells and effects as well as information gathering by divination spells or effects. This spell even foils Limited WishPHB, MiraclePHB, and WishPHB spells when they are used in such a way as to affect Mirabelle's mind or to gain information about her.
  • Ray DeflectionSpC: Mirabelle is immune to anything that requires a ranged touch attack.
  • Spell Immunity, Greater PHB: Amber SarcophagusBoED, BlasphemyPHB, Exalted FuryBoED, Holy WordPHB, Word of ChaosPHB: Mirabelle is immune to Amber SarcophagusBoED, BlasphemyPHB, Exalted FuryPHB, Holy WordPHB, and Word of ChaosPHB, as if she had infinite spell resistance against those spells. Alaya has cast this spell upon Mirabelle at caster level 23rd.
  • StarmantleBoED: Mirabelle is immune to nonmagical weapon attacks, and any nonmagical weapon or missile that strikes her transforms into harmless light, destroying it forever. Each time Mirabelle is struck by a magic weapon or missile, she can make a DC 15 Reflex save to halve the damage from the attack (rounded down).
  • SurelifeSS: Mirabelle is immune to damage from falling objects or creatures, such as a hail of falling rocks.
  • Temporal RepairDr350: Any time-altering spell of 9th-level or lower (CelerityPHB2, Gentle Repose, HastePHB, SlowPHB, Temporal Stasis, Time StopPHB, etc.) cannot affect creatures within 50 feet of Mirabelle, and any ongoing time-altering spell brought within 50 feet of her is instantly dispelled. For example, a creature under the effects of Time StopPHB would have the effects ended upon coming within 50 feet of Mirabelle. Mirabelle has emulated the Extraordinary Spell Aim feat and used the Selective Spell metamagic feat to exclude her and her master Alaya from the effects of Temporal Repair, so they can use time-altering spells unimpeded.
  • True SeeingPHB: Mirabelle sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under BlurPHB or DisplacementPHB effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, Mirabelle can focus her vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of this sight is 120 feet.
  • Veil of UndeathSpC: Mirabelle has immunity to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death, extra damage from critical hits, nonlethal damage, death from massive damage, ability drain, energy drain, fatigue, exhaustion, damage to physical ability scores, and any effect requiring a Fortitude save unless it is harmless or affects objects. She needs not breathe, eat, or sleep. Like an undead creature, she is damaged by Cure spells and healed by Inflict spells.

Other Spells

  • Abyssal MightBoVD: Mirabelle's spell resistance increases by +2.
  • Anticipate Teleportation, GreaterSpC: If a creature attempts to teleport using any spell or effect with the teleportation descriptor, within 115 feet of Mirabelle, the teleportation is delayed by 3 rounds and Mirabelle receives information on the exact destination of the teleportation, the size and type of the teleporting creature, and the size and type of any other creatures that the teleporting creature is bringing along. Alaya has cast this spell upon Mirabelle at caster level 23rd.
  • BladeweaveSpC: Once per round, Mirabelle can choose one target that she successfully attacked with a melee weapon. That creature must succeed on a DC 51 save or be dazed for 1 round. This is a mind-affecting pattern effect.
  • Chain ContingencySpC: If Mirabelle is brought to 0 hp or lower or is otherwise destroyed, Revive UndeadSpC is cast upon her to revive her back to 15 hit points, then two consecutive HarmPHB spells are cast on her to heal her back to 315 hit points.
  • Choose DestinyRoD: Any time Mirabelle makes an attack roll, skill check, ability check, or saving throw, she may roll twice and select which die to use.
  • ContingencyPHB: If Mirabelle sees a Mirror of Opposition, a Repeated Twinned Empowered Maximized Heightened (9th-level) Melf's Unicorn Arrow Mirabelle's Triceratops Arrow is cast upon the mirror to destroy it before it creates a copy. 10 triceratops arrows are shot out the instant that Mirabelle sees the mirror, and another 10 one round later for good measure. Each arrow deals 1d4+20 damage on a successful ranged touch attack, with no save or spell resistance allowed.
  • Crown of GloryBoED: Creatures with 8 HD or less within 205 feet cease whatever they are doing and turn to face Mirabelle. When she speaks to a creature with 8 HD or less, her words are treated as a SuggestionPHB (DC 51 Will save negates), and the listeners telepathically understand her.
  • Deadly SprayDr308: Any time Mirabelle creates an effect that is a line (such as a Lightning Bolt spell or a breath weapon), she can cause the area to be a cone rather than a line.
  • Fiendish QuickeningBoVD: Mirabelle may use her Greater Teleport spell-like ability as a free action once per round.
  • Golem StrikeSpC: Mirabelle can deal precision damage normally against constructs.
  • Grave StrikeSpC: Mirabelle can deal precision damage normally against undead.
  • HeroicsSpC: Mirabelle receives Improved Critical (Flindbar) as a bonus feat.
  • Hunter's EyeSpC: Mirabelle gains +3d6+42 sneak attack damage. Alaya has cast this spell upon Mirabelle at caster level 41st.
  • Instant RefugeSpC: If Mirabelle is brought to 0 hp or lower or is otherwise destroyed or magically imprisoned, she is instantly teleported to Alaya's ice citadel in her godly realm in Malbolge.
  • Justice of the Wyrm KingDrM: Any creature striking Mirabelle with a nonreach melee weapon takes 2d6+24 points of damage.
  • Kiss of Draconic DefianceDrM: Any enemy attempting to cast a spell within a 40-foot-radius emanation must make a DC 51 Fortitude save; failure means the spell is lost (as if cast) but has no effect. Any creature that successfully saves against this spell is immune to its effect for 24 hours thereafter.
  • Lion's ChargeSpC: Mirabelle gains the pounce special ability, so she can make a full attack at the end of a charge.
  • Master's TouchSpC: Mirabelle is proficient in whatever she needs to be proficient in.
  • Mirror MoveWeb: Mirabelle gains 20 general combat feats as bonus feats. Alaya has cast this spell upon Mirabelle at caster level 23rd with a +20 Intelligence bonus.
  • Perinarch, PlanarSpC: Mirabelle has control over the elements in an 80-foot-radius on any highly morphic or divinely morphic plane. See pages 153-154 of the Spell Compendium for examples of usage. Alaya has cast this spell upon Mirabelle at caster level 23rd.
  • Resonating ResistanceBoVD: A creature attempting to penetrate Mirabelle's spell resistance must make two caster level checks and take the lower result.
  • Small EnoughDr308: Mirabelle can fit through any opening or passage up to 6 inches wide, regardless of her actual size. While passing through the opening or passage, Mirabelle shrinks down to become small enough to fit. While shrunk, she can take only move actions. As soon as she is once again in an area that can accomodate her size, she returns to normal, whether she wishes to or not. While Mirabelle's size is different, she gains appropriate AC modifications based on size, but nothing else about her changes (Strength, hit points, weapon damage, etc).
  • Srinshee's Spell ShiftLEoF: Mirabelle gains a +4 insight bonus on Spellcraft checks made to identify spells for counterspelling. Furthermore, instead of simply negating the effect of a spell you successfully counter, she can choose to aid, manipulate, or backlash the spell countered. See page 34 of Lost Empires of Faerun for details of these three options.
  • Telepathy TapBoED: Mirabelle can overhear the the telepathic conversations of other creatures within a 420-foot-radius emanation. In an area where numerous telepathic conversations are occurring at the same time, Mirabelle must specify the creatures she wishes to overhear during a given round. She can separate and decipher the telepathic messages of a number of creatures equal to 1 + her Intelligence bonus (total of 14). This spell does not allow Mirabelle to overhear the telepathic communications of creatures protected by a Mind BlankPHB spell. Alaya has cast this spell Widened upon Mirabelle at caster level 23rd.
  • UndersongSpC: Mirabelle may substitute a Perform check in place of any Concentration check.
  • Unfettered HeroismRoE: Mirabelle receives 1 action point at the start of each of her turns. This action point is lost if she does not spend it by the end of her turn.
  • Vine StrikeSpC: Mirabelle can deal precision damage normally against plants.
  • WraithstrikeSpC: All of Mirabelle's melee attack rolls are treated as melee touch attack rolls.

Other Notes on Spells

  • Mirabelle has given herself a +5 inherent bonus to Strength, Dexterity, Intelligence, Wisdom, and Charisma through 5 sets of 5 consecutive WishesPHB.

Stat Calculations

Attack Bonuses

Weapon BAB Str/Dex Bonus Divine Enhancement Legacy Penalty Multiattack Spells Total
Red String of Fate +15 +5 +30 +5 -2 - +8 +61
Natural Weapons +15 +5 +30 +5 -2 -2 +8 +59
Melee Touch +15 +5 +30 - -2 - +8 +56
Ranged Touch +15 +5 +19 - -2 - +8 +45

Damage Bonuses

Weapon Base Damage 1.5x Str Bonus 0.5x Str Bonus Enhancement Collision Spells Total
Red String of Fate 8d6 +45 - +5 +5 +7 8d6+62
Natural Fangs 3d6 - +15 +5 +5 - +7 3d6+32
Natural Tail 1d10 - +15 +5 +5 - +7 1d10+32
Natural Wings 1d8 - +15 +5 +5 - +7 1d8+32
Natural Claws 1d10 - +15 +5 +5 - +7 1d10+32

Armor Class

AC Type Base Deflection Monk's Belt Divine Dexterity Natural Natural+ (Familiar) Spells Total
Armor Class 10 +26 +23 +5 +23 +19 +3 +36 145
Touch AC 10 +26 +23 +5 +23 - - +17 100
Flat-Footed 10 +26 +23 +5 - +19 +3 +31 121
FF Touch 10 +26 +23 +5 - - - +12 76

Save Bonuses

Save Base Save Alaya's Base Save Ability Mod Divine Profane Vampire Lord Feat Legacy Penalty Spells Total
Fortitude 11 5 +21 +5 +2 +26 - - +16 +82
Reflex 4 5 +18 +5 +2 +26 +2 - +16 +74
Will 11 18 +22 +5 +2 +26 +2 -3 +13 +85

Skill Bonuses

Skill Ability Ranks Alaya's Ranks Ability Mod Divine Racial Synergy Feats Nature Sense Polite Spells Total
Bluff Charisma - 18 +26 +5 +8 - +2 - - +22 +81
Decipher Script Intelligence - 9 +13 +5 - - - - - - +27
Diplomacy Charisma - 18 +26 +5 +8 +4 - - +2 +17 +80
Disable Device Intelligence - 4 +13 +5 - - - - - - +22
Handle Animal Charisma 18 - +26 +5 - - - - - - +49
Hide Dexterity - 4 +19 +5 +8 - - - - +12 +48
Intimidate Charisma - 18 +26 +5 +8 +2 +2 - -1 +10 +70
Knowledge (Arcana) Intelligence - 18 +13 +5 - - - - - - +36
Knowledge (Arch. & Eng.) Intelligence - 1 +13 +5 - - - - - - +19
Knowledge (Dungeoneering) Intelligence - 1 +13 +5 - - - - - - +19
Knowledge (History) Intelligence 18 1 +13 +5 - - - - - - +36
Knowledge (Geography) Intelligence - 1 +13 +5 - - - - - - +19
Knowledge (Local) Intelligence - 18 +13 +5 - - - - - - +19
Knowledge (Nature) Intelligence 18 1 +13 +5 - - +3 +2 - - +41
Knowledge (Nob. & Roy.) Intelligence - 1 +13 +5 - - - - - - +19
Knowledge (Religion) Intelligence 18 1 +13 +5 - - - - - - +36
Knowledge (The Planes) Intelligence 18 1 +13 +5 - - - - - - +36
Listen Wisdom - 18 +22 +5 +8 - +2 - - +23 +78
Move Silently Dexterity - - +19 +5 +8 - - - - +4 +36
Perform (Dance) Charisma 18 18 +26 +5 - - - - - +8 +57
Perform (Sing) Charisma 18 18 +26 +5 - - - - - +8 +57
Profession (Baker) Wisdom - 6 +22 +5 - - - - - - +33
Search Intelligence - 18 +13 +5 +8 - - - - - +44
Sense Motive Wisdom - 18 +22 +5 +12 - - - - - +57
Sleight of Hand Dexterity - 1 +19 +5 - +2 - - - - +27
Spellcraft Intelligence 18 18 +13 +5 - +2 - - - - +38
Spot Wisdom - 18 +22 +5 +8 - +2 - - +23 +78
Use Magic Device Charisma - 1 +26 +5 - - - - - - +32
Use Rope Dexterity 18 18 +19 +5 - - - - - - +42

Save DCs

Caster Level

Godly Realm: Nameless Meadow

Inhabitants

Points of Interest

Pets and Summons

Gaooo~

Storm Monolith

  • Gargantuan Elemental (Air, Extraplanar)
  • Hit Dice: 36d8+288 (450 hp)
  • Initiative: +5 (+1 Dex, +4 Improved Initiative)
  • Speed: 50 ft. (10 squares), fly 100 ft. (perfect)
  • Armor Class: 28 (-4 size, +1 Dex, +21 natural), touch 7, flat-footed 27, flat-footed touch 6
  • Base Attack/Grapple: +27/+43 (+27 BAB, +16 Str, +8 Huge)
  • Attack: Drill +44/19-20 melee
  • Full Attack: 2 drills +44/19-20 melee
  • Damage: Drill 8d6+16 bludgeoning and piercing plus 3d6 electricity
  • Critical: Drill 16d6+32 bludgeoning and piercing plus 3d6 electricity
  • Space/Reach: 20 ft./20 ft.
  • Special Attacks: Shock, thunder and lightning
  • Special Qualities: Air mastery, damage reduction 15/-, darkvision 60 ft., electrical and sonic healing, elemental traits
  • Saves: Fort +20, Ref +21, Will +14
  • Abilities: Str 42, Dex 13, Con 26, Int 12, Wis 15, Cha 17
  • Skills: Diplomacy +42, Perform (dance) +42, Perform (sing) +42
  • Feats: Ability Focus (shock), Ability Focus (thunder and lightning), Awesome Blow, Blind-Fight, Cleave, Flyby Attack, Great Cleave, Improved Bull Rush, Improved Critical (drill), Improved Initiative, Improved Natural Attack (drill), Power Attack, Weapon Focus (drill)
  • Environment: Elemental Plane of Air
  • Organizaion: Solitary
  • Challenge Rating: 18
  • Treasure: None
  • Alignment: Usually neutral
  • Advancement: 37-54 HD (Gargantuan)
  • Level Adjustment:
  • Air Mastery (Ex): Airborne creatures take a -2 penalty on attack and damage rolls against a storm monolith.
  • Shock (Su): Once per round as a free action, a storm monolith can deliver an electrical shock to a single opponent within 15 feet. This attack deals 18d4 nonlethal electricity damage to living opponents (Fortitude DC 38 half). The save DC is Constitution-based and includes the storm monolith's Ability Focus (shock).
  • Thunder and Lightning (Su): Once per minute as a full-round action, a storm monolith can emit a blast of thunder coupled with a bolt of lightning. The thunder deals 18d6 sonic damage (Fortitude DC 38 half) to all creatures within 100 feet of the storm monolith. The lightning is a 200-foot-long line that deals 36d6 electricity damage (Reflex DC 38 half). The save DCs are Constitution-based and includes the storm monolith's Ability Focus (thunder and lightning).
  • Electrical and Sonic Healing (Ex): Storm monoliths take no damage from electricity and sonic attacks. Instead, any electricity attack (such as Shocking GraspPHB) or Lightning BoltPHB) or sonic attack (such as Sound BurstPHB) used against a storm monolith heals 1 point of damage the attack would otherwise deal. The storm monolith can't heal hit points by attacking itself.
  • Special Attacks: Shock, thunder and lightning
  • Special Qualities: Air mastery, damage reduction 15/-, darkvision 60 ft., electrical and sonic healing, elemental traits
  • Saves: Fort +20, Ref +21, Will +14
  • Abilities: Str 42, Dex 13, Con 26, Int 12, Wis 15, Cha 17
  • Skills: Diplomacy +42, Perform (dance) +42, Perform (sing) +42
  • Feats: Ability Focus (shock), Ability Focus (thunder and lightning), Awesome Blow, Blind-Fight, Cleave, Flyby Attack, Great Cleave, Improved Bull Rush, Improved Critical (drill), Improved Initiative, Improved Natural Attack (drill), Power Attack, Weapon Focus (drill)
  • Environment: Elemental Plane of Air
  • Organizaion: Solitary
  • Challenge Rating: 18
  • Treasure: None
  • Alignment: Usually neutral
  • Advancement: 37-54 HD (Gargantuan)
  • Level Adjustment:
  • Air Mastery (Ex): Airborne creatures take a -2 penalty on attack and damage rolls against a storm monolith.
  • Shock (Su): Once per round as a free action, a storm monolith can deliver an electrical shock to a single opponent within 15 feet. This attack deals 18d4 nonlethal electricity damage to living opponents (Fortitude DC 38 half). The save DC is Constitution-based and includes the storm monolith's Ability Focus (shock).
  • Thunder and Lightning (Su): Once per minute as a full-round action, a storm monolith can emit a blast of thunder coupled with a bolt of lightning. The thunder deals 18d6 sonic damage (Fortitude DC 38 half) to all creatures within 100 feet of the storm monolith. The lightning is a 200-foot-long line that deals 36d6 electricity damage (Reflex DC 38 half). The save DCs are Constitution-based and includes the storm monolith's Ability Focus (thunder and lightning).
  • Electrical and Sonic Healing (Ex): Storm monoliths take no damage from electricity and sonic attacks. Instead, any electricity attack (such as Shocking GraspPHB) or Lightning BoltPHB) or sonic attack (such as Sound BurstPHB) used against a storm monolith heals 1 point of damage the attack would otherwise deal. The storm monolith can't heal hit points by attacking itself.