V (3.5e NPC)

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Author: Infiltrator (talk)
Date Created: 5-9-2019
Status: Complete!
Editing: Clarity edits only please
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V (Devil May Cry 5)

CR 17

Male Tiefling Red Magus 16
TN Medium Outsider (Native)
Init/Senses +3/Darkvision (60 ft.); Listen +9, Spot +9
Languages Common, Infernal, Abyssal, Draconic, Elven
AC 34, touch 16, flat-footed 31
(+11 Armor bonus, +3 Dexterity, +7 shield, +3 deflection)
hp 96 (16d6+32 HD); DR5/-
Fort/Ref/Will +7/+8/+11
Speed 40 ft. (6 squares)
Melee V's Cane +19/+14/+9 (1d6+9)
Base Atk/Grp +12/+11
Red Magus Spells Known (CL 16th; all save DCs:29):
4th (9/day)—Bestow Curse, Cure Critical Wounds, Earthshape, Field of Blades (summons replicas of V's Cane instead; deals half piercing, half bludgeoning), Minor Wish, Repair Critical Damage (Spell Compendium pg 173)
Spell-Like Abilities (CL 16th):
1/day—Darkness
at-will—Detect Magic
Abilities Str 8, Dex 16, Con 14, Int 16, Wis 13, Cha 26
SQ Darkvision 60ft., Resistance 5 to cold, electricity, and fire, Darkness, Familiar Summoning
Feats Reliable Pinger (Flaw Feat), Very Reliable Pinger (FF), Arcane Study, Weapon Finesse (3rd), Obtain Familiar (Bonus 5th; using Bonded Object; Complete Arcane pg. 81), Enhanced Ability (Charisma) (6th), Improved Weapon Finesse (9th), Infinite Spell (Bonus 10th), Sorcerous Prodigy (12th), Delayed Spell (Bonus 15th), Church Hunter (16th), Somatic Weaponry (Complete Mage pg 47; Bonus Feat), Two-Weapon Fighting (Bonus Feat), Arcane Strike (Complete Warrior pg 96; Bonus Feat), Improved Two-Weapon Fighting (Bonus Feat), Greater Two-Weapon Fighting (Bonus Feat)
Skills +31 Bluff (Cha), +21 Concentration (Con), +31 Diplomacy (Cha), +13 Hide (Dex), +37 Knowledge (nature) (Int), +37 Knowledge (religion) (Int), +37 Knowledge (the planes) (Int), +32 Spellcraft (Int), all skills are usable as if trained and as if they had 8 ranks
Possessions 3500 gp, Book of Knowledge (Greater; +15 to nature, religion, and the planes; also inscribed with poetry from a "Mailliw Ekalb"; Bonded Object and Anchored Object), Interspatial Ring IV, Ready Talisman of Spellcraft +10, Ring of Protection +3, Sandals of Light Step (Magic Item Compendium pg. 198), Alchemy Stone (850 charges), +5 Charisma Shielding Autorepair Armored Fashionable Clothing of the Aeons, +5 Black Diamond Weave Coat, +1 Arcane Brand Slaying Silver Cane (V's Cane)
Flaws Bad Leg, Anchored Object (Greater Book of Knowledge)
Familiars and Summoning V has three familiars bound to him; Griffon, Shadow, and Nightmare. Summoning his familiars causes stress on V's body, causing him to lose a certain percentage of max health while they are present. As a standard action, V can summon either Griffon or Shadow, or both as a full-round action. Each of them cost V 10% of his max health, or 20% if both are summoned. Summoning Nightmare is always a full-round action and costs V 30% of his max health. Griffon and Shadow last until death. Nightmare stays for 1 minute. All familiar summons are dismissable, and doing so restores V's max health and current health. (example: V summons both Griffon and Shadow, reducing his max health to 76 hp. V later dismisses them and, under the assumption no damage was taken between summoning and dismissing, restores his health to 96.)
Familiar Deaths Should Griffon or Shadow die, they remain in their space as a glowing orb, their core, for 2 rounds. If any healing brings them back up to above 1 hp, they reform, ready to do V's bidding. Nightmare's core does not stick around. If any summon is allowed to expire, they disappear, until the next time V summons them. Their expiration also causes V's max health to increase, though his current hp stays the same. (In the above example, if, after V summons Griffon and Shadow, one of them dies, V's max health is restored, but his hp would stay at 76, rather than raise to 86.)

"I have no name; I am but two days old..." Just kidding. You can call me "V."

Familiars[edit]


Griffon

CR —

Dungeonbred Thunderbird
TN Large Magical Beast
Init/Senses +4/darkvision 60 ft., low-light vision; Listen +23, Spot +27
AC 20, touch 16, flat-footed 15
(+5 Dex, +4 natural armor, +2 deflection, -1 size)
hp 186 (16d10+96 HD)
Immune sonic and electricity
SR/Resist 25/acid and fire 10
Fort/Ref/Will +16/+15/+11; +2 versus disease and poison
Speed 20 ft., fly 80 ft. (perfect)
Melee talons (x2) +22 (1d8+7) or
Melee bite +20 (2d6+3)
Space/Reach 10 ft./10 ft.
Base Atk/Grp +16/+27
Spell-Like Abilities (CL 16th, All DCs:22):
3/day—Call Lightning Storm, Greater Shout, Quickened Shout, Sandstorm (Sandstorm pg 119), Solid Fog
1/day—Earthquake
Abilities Str 24, Dex 20, Con 22, Int 12, Wis 19, Cha 17
Feats Improved Natural Attack (x2; talons and bite), False Swipe (always to 0 hp), Flyby Attack, Iron Will, Multiattack, Power Attack, Reliable Pinger, Quicken Spell-Like Ability (Shout), Endurance (Dungeonbred Bonus Feat)
Skills +20 Knowledge (the planes) (Int), +23 Listen (Wis), +27 Spot (Wis), +4 Survival (Wis) (+6 on other planes)
Possessions Ring of Protection +2

"Okay Shakespeare. Just remember this: You and I like to exist. So get rid of those demons quick, 'cause killing them ain't my shtick! I got your back, 'cause dyin' is whack!"



Shadow

CR —

Shadow Phasm Formweaver 8
TN Medium Aberration
Init/Senses +6/Listen +21, Spot +21
AC 25, touch 12, flat-footed 23
(+13 natural, +2 Dex)
hp 120 (16d8+48 HD); DR 5/magic, Integration (Fast Healing) 11
Resist cold 20, Evasion
Fort/Ref/Will +14/+13/+14
Speed 45 ft.
Melee Slam +16 (1d3+3) (Phasm shape only) or
Melee Biogenic Touch +15 (8d6) (touch attack) or
Melee Advanced Nightmare Talons +16 (1d8+3; 18-20/x3) or
Melee Limblance +16 (1d12+3; 19-20/x3)
Base Atk/Grp +12/+15
Special Actions Draining Touch, Aching Touch, Destroy Senses
Spell-Like Abilities (CL 16th):
1/day—Mirror Image
Abilities Str 16, Dex 15, Con 16, Int 16, Wis 15, Cha 10
SQ Alternate Form, Amorphous, Telepathy (100 ft.), Shadow Blend
Feats False Swipe (always to 0 hp; Bonus Feat), Alertness, Multiattack, Combat Reflexes, Masterwork Body, Improved Initiative, Monstrous Training (Formweaver)
Skills +16 Disguise (Cha), +22 Concentration (Con), +27 Hide (Dex), +21 Listen (Wis), +33 Move Silently (Dex), +21 Spot (Wis)
Shadow Blend In any condition other than full daylight, Shadow can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a Light or Continual Flame does not negate this ability. A Daylight spell, however, will.
Note on Integration Shadow does lose fast healing when forced into his core. It continues to work normally after he's brought up to at least 1 hp.
Draining Touch As a swift action, Shadow can opt to reduce the total damage of his next biogenic touch by 50% (rounding up) in order to gain the damage dealt as health. If Shadow is "overhealed" by this health gain, the excess health is granted as temporary hitpoints with a duration of one hour. If Shadow holds a number of temporary hitpoints from this ability that are equal to or greater than his base maximum hitpoints, he runs a risk of exploding in a burst of life energy.
Aching Touch Shadow can opt to, as a swift action, inflict great pain with his next biogenic touch, dealing 67% damage (rounding up) with it in order to cause the target to take a -6 penalty on rolls for the next round. Repeated applications of aching biogenic touches extend the duration of the penalty. This is a pain effect.
Destroy Senses Shadow is able to use his next biogenic touch to ruin another creature’s senses. His next biogenic touch deals no damage, but causes the creature to take a fortitude save equal to half the damage rolled, rounding down, to avoid being blinded and deafened. This can cause blindsense and the like to stop working; the progression goes from simultaneous blindness and deafness to the disabling, one by one, of the creature's other senses.
Mercurial Form (Shapes) Shadow has access to 11 shapes, kept out of interest since he can turn into most of them. Those being a panther, riding dog, kraken, nymph, elder skybear, chronotyryn (Fiend Folio pg. 33), nightmare beast (Monster Manual 2 pg. 161), voor (Monster Manual 4 pg. 191), zern (MM4 pg. 195), slaughter devil, and displacer wyrm
Mercurial Form (Abilities) Shadow has chosen to keep the following abilities from various conquests: Augmented Critical (Nightmare Beast), Dual Actions (Chronotyryn), Stunning Glance (nymph), Life Drain (Slaughter Devil), Displacement (Displacer Wyrm)
Usual Ability Load-out (5 actives) Panther Form (does not count as an active ability; form taken with innate alternate form.), Voor's piercing tentacles (x4 attacks/10ft. reach/+14/1d4+3/19-20/x2), Life Drain, Nightmare Beast's Bite (+14/1d8+3/19-20/x2), Dual Actions, Augmented Critical

*Sounds of roaring and the ripping of V's enemies' flesh.*



Nightmare

CR —

Botforged Clay Golem
TN Large Construct (Bot)
Init/Senses +0/Listen +0, Spot +0
AC 25, touch 9, flat-footed 25
(+16 natural, -1 size)
hp 190 (16d10+30 HD); DR 10/Adamantine and Bludgeoning
Immune Immunity to Magic
Fort/Ref/Will +5/+5/+5
Speed 30 ft.
Melee Slam +19 (2d10+8) or
Melee 2 Slams +19 (2d10+8)
Ranged Ocular Laser (15ft cone or line) (8d6) (DC 15 Reflex save) or
Ranged Ocular Laser (Ranged Touch Attack) +12 (8d6) (60ft.)
Base Atk/Grp +12/+24
Special Actions Cursed Wound, Shape Weapon, Programs
Abilities Str 26, Dex 10, Con -, Int -, Wis 11, Cha 1
SQ Bot Traits, Construct Traits
Feats False Swipe (always to 0 hp; Bonus Feat), Ocular Laser (Bonus Feat)
Skills -
Programs Attack, Identify Creature, Reposition
Change Shape Nightmare can adjust its shape, size, and texture as if using alter self to assume the form of any small, medium, or large construct, giant, humanoid, or monstrous humanoid. However because Nightmare does not speak and because the disguise is of rough quality, creatures may make a Sense Motive check (DC 26) to realize the creature is not what it seems.
Cursed Wound Fragments of Nightmare get inside wounds and become difficult to remove. The damage Nightmare deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by Nightmare must succeed on a caster level check (DC 31), or the spell has no effect on the injured character.
Extraordinary Health Nightmare recieves maximum hit points per HD.
Immunity to Magic Nightmare is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against Nightmare, as noted below.

A move earth spell drives Nightmare back 120 feet and deals 3d12 points of damage to it.

A disintegrate spell slows Nightmare (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.

An earthquake spell cast directly at Nightmare stops it from moving on its next turn and deals 5d10 points of damage. Nightmare gets no saving throw against any of these effects.

Any magical attack against Nightmare that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause Nightmare to exceed its full normal hit points, it gains any excess as temporary hit points. For example, Nightmare getting hit by the breath weapon of a black dragon heals 7 points of damage if the attack would have dealt 22 points of damage. Nightmare gets no saving throw against magical attacks that deal acid damage.

Shape Weapon As a swift action, Nightmare can transform one of its hands into any light or one handed melee weapon. It is proficient in its shaped weapon, but not in other weapons. It adopts the damage, critical threat range, and other properties of this weapon as normal. It may make up to its full BAB in attacks and even enchant the shaped weapon with magical effects (either through magic providing a temporary buff, or a permenant enhancement). If the shaped weapon is enhanced it retains its enhancements in whatever shape it is currently in, provided it is still valid. For example a +1 vorpal shaped weapon can only use its vorpal property when duplicating a slashing weapon.

While using a shaped weapon, it does not have access to its hand and takes a -2 on skill checks involving the use of hands. Certain tasks may become impossible. It retains this ability even in a changed shape, making them surprising assassins if given the right orders.

*Loud, slightly mechanical roaring, lasers being fired, and subsequent explosions*



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Facts about "V (3.5e NPC)"
AuthorInfiltrator +
Challenge Rating17 + and {{{cr}}} +
Identifier3.5e NPC +
NameV (Devil May Cry 5) +, Griffon +, Shadow + and Nightmare +
RaceTiefling +, Dungeonbred Thunderbird +, Shadow Phasm + and Botforged Clay Golem +
RatingUnrated +
SizeMedium + and Large +
SubtypeBot +
SummaryA mysterious man on an even more mysterious mission. +, V's most talkative familiar. +, V's most destructive familiar. + and V's most flexible familiar. +
TitleV +
TypeOutsider (Native) +, Magical Beast +, Aberration + and Construct +