Legend of Zelda: An RPG to the Past
Those who walk the halls of Dungeons fear the Wizzrobe, once a man, now turned dark by his abuse of the energies in the Dark Realm. His skin is withered and dry, as he has used his own life for the pursuit of magic. Beware the Wizzrobe, lest he take your life from you!
NE Medium undead (augmented humanoid)
Init +2; Senses darkvision 60 ft., life sight*; Perception +24
Aura fear (60-ft. radius, DC 18)
AC 23, touch 14, flat-footed 21 ( +4 armor, +2 deflection, +2 Dex, +5 natural)
HP 111 (11d6 +55 plus 15 false life)
Fort +6, Ref +7, Will +11
Defensive Abilities channel resistance +4; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits
Speed 30 ft.
Melee touch +5 (1d8 +5 plus paralyzing touch)
Special Attacks grave touch* (9/day), paralyzing touch (DC 18), power over undead* (9/day, DC 18)
Spells Prepared (CL 11th)
Prohibited Schools illusion, transmutation
Str 10, Dex 14, Con —, Int 22, Wis 14, Cha 16
Base Atk +5; CMB +5; CMD 25
Feats Craft Wondrous Item, Defensive Combat Training, Extend Spell, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Toughness
Skills Craft (alchemy) +20, Intimidate +17, Knowledge (arcana) +20, Knowledge (planes) +20, Linguistics +20, Perception +24, Sense Motive +24, Spellcraft +20, Stealth +24; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aklo, Zoran, Celestial, Common, Draconic, Hylian, Deku, Giant, Moblin, Ignan, Infernal, Goron, Ancient Hylian
Fear Aura (Su)
Creatures of less than 5 HD in a 60-foot radius that look at a Wizzrobe must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the Wizzrobe’s Hit Dice. A creature that successfully saves cannot be affected again by the same Wizzrobe’s fear aura for 24 hours. This is a mind-affecting fear effect.
Paralyzing Touch (Su)
Any living creature a Wizzrobe hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (with a DC equal to the Wizzrobe’s save DC). The effect cannot be dispelled. Anyone paralyzed by a Wizzrobe seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.
Unlike the normal Wizzrobe, the Beastial Wizzrobe is not evil. He uses his magic to play tricks on passersby, summoning more of his kind to knock out and leave travelers at the mercy of the wild. Some think that the Bestial Wizzrobe was once a Wizard or Druid too close to nature, abandoning the ways of man for that of nature.
|WIZZROBE, BEASTIAL||CR 7|
LN Medium monstrous humanoid
Init +6; Senses darkvision 60 ft., detect magic; Perception +8
AC 19, touch 12, flat-footed 17 ( +4 armor, +2 Dex, +3 natural)
HP 68 (8d10 +24)
Fort +7, Ref +8, Will +9
Defensive Abilities absorb force; DR 5/magic
Speed 30 ft.
Melee slam +6 (1d4 +1)
Space 5 ft.; Reach 5 ft.
Special Attacks force bolt
Spell-Like Abilities (CL 8th; concentration +13)
Str 16, Dex 15, Con 17, Int 18, Wis 13, Cha 20
Base Atk +8; CMB +11 ( +15 grapple); CMD 23
*Feats*Great Fortitude, Improved Initiative, Iron Will, Persuasive, Augmented Summoning
Skills Appraise +12, Bluff +13, Diplomacy +11, Intimidate +18, Knowledge (arcana) +12, Knowledge (geography) +12, Knowledge (planes) +12, Perception +8, Sense Motive +5, Use Magic Device +9
Languages Common, Draconic, Celestial, Abyssal; tongues
Absorb Force (Su)
Once per round, a Wizzrobe can use a free hand to “catch” a magic missile fired at it. This absorbs the missile and manifests as a glowing nimbus around that hand (which is no longer considered free). The energy lasts 6 rounds or until it is used to create a force bolt. To use this ability, the Wizzrobe must be aware of the incoming magic missile and cannot be flat-footed.
Force Bolt (Su)
A wizzrobe can “throw” a magic missile (1d4+1 damage) from each free hand as a free action (maximum of two per round). If it has absorbed a magic missile, it can throw an additional force bolt that round, expending the absorbed energy (maximum of two additional bolts per round).