Mudu

"Fish? Did you say fish? Someone said fish. Who's holding out on the fish!?"

Description:
  • Pseudodragon – Dragon (Voidborn)
  • Chaotic Mostly-Good
  • Elemental Affinity: Fire
  • Dragon 2/Rogue 2/Warlock 9/Shadowflame Warlock 3/LA 1
Vital Statistics
  • Max HP: 223 (+14 with Death Dragon)
  • BAB: +11
  • Combat Maneuver Bonus: +9
  • Combat Maneuver Defense: +26 (+30 vs Trip, +36 vs Grapple)
  • Initiative: +7
  • Speed: 15 ft, Fly 60 ft
  • Size: Tiny
  • Senses: Low-light vision, Darkvision 60 ft, Blindsense 60 ft, Perception +21
Armor Class
  • Standard: 24 (10+5 Armor+7 Dex+2 Natural+2 size)
  • Flat Footed: 17
  • Touch: 17
  • Specific Armor Class: +4 Deflection and +4 Natural Armor with Death Dragon
  • Spell Resistance: 26
Saves
Save Total Base Ability Magic
Fortitude 19 7 8 4
Reflex 24 13 7 4
Will 28 12 3 13
  • Fire Resistance 10
  • Immunity to Sleep
  • Immunity to Paralysis
  • Evasion
  • Shadowflame Shield: Whenever struck, may use an immediate action to automatically blast the target with a Shadowflame Blast (target may attempt a Reflex save DC 25 for half).
Attacks
Weapon Attack Damage Critical
Bite +13 1d2 20, x2
Bladed Sting +14 1d4+1+Poison 20, x2
Eldritch Blast +21 8d6 20, x2
Combat Modifiers and Special Attacks
  • +1 to hit and damage with ranged attacks within 30 ft.
  • +1d6 sneak dice, reroll 1s.
  • +2 to hit and +2+1d6 damage vs targets denied their Dexterity.
  • +1d6 vs Intelligent Undead.
  • Essence Saves: 21+Effective Spell Level.
  • +2 to hit and damage with Eldritch Blast with Death Dragon.
  • Shadowflame Blast: Eldritch blast deals +6d6 damage and deals fire damage not subject to resistances or immunities, Mudu takes 1 Con damage per use of this ability.
  • Bladed tail Sheath: +1d6 while merciful, +1 to hit with Eldritch Blast, 3 charges per day, swift activation, adds damage to eldritch blast, 1 charge – 1d6 damage, 3 charges – 2d6 damage, 5 charges – 4d6 damage.
  • Paw-Wraps of Admixture: swift activation, 3 charges per day, add acid, cold or fire damage, 1 charge – +2d6, 2 charges – +3d6, 3 charges – +4d6.
  • Quicken Eldritch Blast 3/day, Empower Eldritch Blast 3/day.
  • Poison Sting: Injury, save Fort DC 21, 1 save/min for 10 minutes, failure sleep for 1 minute, cured with 1 save.
  • Fang Matriarc’s Boon: Swift activation, 3 uses/day, adds 1d4 to the save DC of the first natural poison used during the round.
  • Bite attack may only be used while in target creature’s square.
Ability Scores
Stat Total Modifier Base Magic
Strength 10 (0) 10
Dexterity 24 (7) 20 4
Constitution 26 (8) 20 6
Intelligence 18 (4) 16 2
Wisdom 16 (3) 16
Charisma 28 (9) 22 6
Skills
Skill Total Ranks Ability Magic Class Skill Bonus Misc Conditional
Acrobatics 15 5 7 0 3 0 +4 on ships during storms
Bluff 33 15 9 0 3 6
Diplomacy 19 1 9 0 3 6
Disable Device 18 5 7 0 3 3
Disguise 13 1 9 0 3 0 +10 for visual with Disguise Self
Escape Artist 25 15 7 0 3 0 +10 vs Grapple
Fly 19 1 7 0 3 8
Intimidate 19 1 9 0 3 6 -8 vs Medium Creature
Knowledge (Arcana) 12 5 4 0 3 0
Knowledge (Local) 8 1 4 0 3 0
Knowledge (The Planes) 22 15 4 0 3 0
Knowledge (Religion) 13 7 4 0 3 0
Linguistics 8 1 4 0 3 0
Perception 21 15 3 0 3 0 +1 to find traps
Profession (Sailor) 7 1 3 0 3 0
Sense Motive 21 15 3 0 3 0
Sleight of Hand 25 15 7 0 3 0
Spellcraft 15 8 4 0 3 0
Stealth 37 15 7 0 3 12 +4 in forests
Survival 7 1 3 0 3 0
Use Magic Device 13 1 9 0 3 Can take 10

(Six skill points yet to be assigned)

Class Abilities
  • Sneak Attack +1d6
  • Trapfinding (+1 Disable Device and +1 Perception to find traps)
  • Evasion
  • Fast Stealth: Move full speed while stealthed without penalty
  • Eldrith Blast 6d6
  • Detect Magic at will
  • Deceive Item: Take 10 on any UMD check
  • Fire Resistance 10
  • Extra Invocation: Gain an extra Least Invocation
  • Arcane Mimic: Cha-mod times per day may cast Mirror Image
  • Arcane Mimic: Cha-mod times per day may cast Legion of Sentinels (Note: missing errata, weapons gain +1 enhancement bonus per 3 CL, attacks use CL+Charisma+Enhancement and deal 1d8+Charisma+Enhancement in damage).
  • Extra Invocation: Gain an Extra Greater Invocation
  • Shadowflame Blast: Eldritch blast deals +6d6 damage and deals fire damage not subject to resistances or immunities, Mudu takes 1 Con damage per use of this ability.
  • Shadowflame Infusion: Cha-mod times per day may apply empower, enlarge, widen or energy substitution metamagic to next use of a charged item.
  • Shadowflame Shield: Whenever struck, may use an immediate action to automatically blast the target with a Shadowflame Blast (target may attempt a Reflex save DC 10+1/2 HD+Cha mod for half).
Invocations – Caster Level 14
  • Beguiling Influence: +6 on Bluff, Diplomacy and Intimidate.
  • Darkness: Cast Darkness at will.
  • Call of the Beast: Gain Wild Empathy- (Invoker level = Druid Level) and Speak with Animals.
  • Swim the River Styx: Gain a swim speed equal to move speed, +8 racial bonus to swimming, and may breath water.
  • Dark One’s Own Luck: Gain Charisma as a bonus to one save, may be changed as a standard action.
  • Flee the Sceen: Cast Dimension Door (25 ft + 5 ft/2 CL) at will plus leave behind a controllable major image of yourself.
  • Walk Unseen. Gain Invisibility at will.
  • Witchwood Step: Immune to rubble, undergrowth, and entangling, always benefit from water walking.
  • Brimstone Blast: 3rd, essence, eldritch blast deals fire damage, targets struck must make a Reflex save or take 2d6 fire damage on following rounds for 1 round per 5 caster levels or until they put the fire out.
  • Chilling Tentacles: Cast Black Tentacles at will, creatures in area take 2d6 cold damage per round.
  • Noxious Blast: 6th, essence, targets struck by eldritch blast must make Fort save or be nauseated for 1 minute.
  • Wall of Perilous Flame: Cast Wall of Fire at will, damage is half supernatural and thus not subject to fire resistance, creatures slain within the wall are disintegrated 1 round later.
  • Nightmares Made Real: Cast Nightmare Terrain at will, additionally all creatures within the area that fail their Will save take 1d6 points of damage. May only have 1 active at a time.
  • Vitrolic Blast: 6th, essene, eldritch blast deals non-magical acid damage (ignores SR) and deals 2d6 adic damage on following rounds for 1 round per 5 caster levels (stacks).
Feats
Level Feat Name Description
1 Prehensile Tail Tail acts as a third “hand”
3 Point Blank Shot +1 to hit and damage within 30 feet
5 Ability Focus (Eldritch Blast) +2 DC for all Eldrith Blast Essences
7 Taunt Demoralize with Bluff instead of Intimidate
9 Empower Spell-like Ability Empower Eldritch Blast 3/day
11 Quicken Spell-like Ability Quicken Eldritch Blast 3/day
13 Extra Invocation Gain 1 Greater Invocation
15 Extra Invocation Gain 1 Greater Invocation
Traits
Magical Knack +2 Caster Level for Warlock
Power of Suggestion Convince someone an item is something else
Magical Equipment __
Slot Item Effect Craft Check Material
Head Horn Wrap of the Horizon Spell Distance and Int X Spun Golem Gold
Face Horn Wrap of Careful Aim Spell Aim and Cha X Spun Golem Gold
Throat Chausible of Fel Power Eldritch Blast Bonus and Con X Black Shark Skin
Back Captain’s Cloak Various Bonuses X Crimson Silk
Arms Bands of Murder Sneak Bonuses X Black Gold
Hands Paw-Wraps of Admixture Eldritch Blast Bonus and Dex X Spun Golem Gold
Body Mithral Chain Shirt Dexterous X Mithral
Torso -
Waist -
Tail Fang Matriarch’s Boon Bonuses to Poison DC X Fang Dragon Scale
Ring 1 Ian’s Bane Bonuses vs Grapple and Undead X Ancient Bone
Ring 2 Ring of Disguise Disguise Self at will X Obsidian
  • Bladed Tail Sheath (+1 Merciful Warlock’s Scepter)
  • Eldritch Rod (Spear)
  • Mudu’s Mischievous Hold
  • The Monkey’s Fishing Rod
  • Wand of Lesser Restoration (50)
  • 2x Wand of Cure Light Wounds (50)
Magical Equipment Abilities
  • Horn Wrap of the Horizon: 50% increased distance on spells that require RTA, +2 Intellect. Made of spun gold from the Foolish Golden Golem. Never seek shelter in Hell from pirates when you’re made of treasure.
  • Horn Wrap of Careful Aim: Grants Point Blank Shot or Precise Shot if wearer has Point Blank Shot, +6 Charisma. Made of spun gold from the Foolish Golden Golem.
  • Chausible of Fel Power: +2d6 to Eldritch Blast, +6 Constitution. Black shark skin, crafted from the flesh of the Western Beast of the Deep.
  • Captain’s Cloak: +1d6 damage to targets denied their Dexterity, +5 on wild empathy checks to interact with crocodiles, grants Endure Elements within a 30 ft radius, grants a +4 bonus to Acrobatics checks to remain on a ship during a rain storm. Dark crimson silk, the remnants of a once-powerful artifact used to restore the Captain’s thrice-sold soul, now infused with the Captain’s essence.
  • Bands of Murder: +2 profane bonus to hit and damage while striking a target denied their Dexterity, reroll 1s on sneak dice. Black gold, bought from the Thieves of the Infinite Staircase upon.
  • Paw-Wraps of Admixture: swift activation, 3 charges per day, add acid, cold or fire damage, 1 charge – +2d6, 2 charges – +3d6, 3 charges – +4d6. Made of spun gold from the Foolish Golden Golem.
  • Fang Matriarch’s Boon: Swift activation, 3 uses/day, adds 1d4 to the save DC of the first natural poison used during the round. Set within the Tail Sheath, made of the scale of the Fang Dragon Matriarch.
  • Ian’s Bane: +10 to CMD and Escape Artist vs Grapple, +1d6 damage vs Intelligent Undead. Made of the knuckle bone of the vile undead Pirate captain that slew Ian.
  • Ring of Disguise: Cast Disguise Self at will, standard action. An obsidian ring once in possession of an evil necromancer who threatened the world, Mudu took it from his then century-dead corpse unknowingly, he just thought it was shiny.
  • Bladed Tail Sheath: +1d6 while merciful, +1 to hit with Eldritch Blast, 3 charges per day, swift activation, adds damage to eldritch blast, 1 charge – 1d6 damage, 3 charges – 2d6 damage, 5 charges – 4d6 damage. Crimson steel, bought from the Thieves of the Infinite Staircase.
  • Mithral Chain Shirt: +1 Dexterous. Mithral, ought from the Thieves of the Infinite Staircase.
  • Eldritch Rod (Spear): 5/day, swift activation, lets you use Eldritch Spear (250 ft base range on Eldritch Blast). Bought in the bowls of Hell from a paranoid, evil pigeon and his man-slave.
  • Mudu’s Mischievous Hold: A portable hole keyed to Mudu. If anyone other than Mudu opens it, it sprays out sticky multicolored ink, sparkles, and fragile caltops (unusable, but pointy) at the opener, then closes back up. Smells faintly of salt water, made of the remnants of the once-magical ships sails and the remnants of Mudu’s shredded bag of holding after returning from Hell.
  • The Monkey’s Fishing Rod: An enchanted fishing rod that, once set, will continue to fish on its own and deposit fish where directed. Has an effective strength score of 14. Made of bamboo, smells faintly of monkey, drifts towards bananas and terrible cooking.
Possessions in Portable Hole
  • Non-slotted magical items noted above, unless otherwise stated
  • Mudu’s Horde
  • Masterwork Thieves’ Tools
  • 10x Flout Pouch
  • 10x Iron Spikes
  • 5x Twine Rolls (50 ft each)
  • Rubber Ball
  • 5x Bag of Caltrops
  • 250 ft of Hemp Rope
  • Masterwork Manacles
  • Fishing Net
  • Healer’s Kit
  • Noble’s Outfit
Racial Traits and Unique Powers
  • Pseudodragon
  • Gather Shadows: As a swift action, Mudu may call upon his crimson shadow to armor and empower him. While so armored, he gains total concealment in any area that isn’t brightly lit and the ability to see through magical darkness within his natural darkvision. Further, while active, Mudu may use Dimension Door (CL=HD) between any two shadows once every 1d4 rounds but may not bring others with him. By spending a Void point as a standard action while this ability is active, Mudu gains the effects of the Death Dragon spell (CL=HD, Fear, Inflict Critical Wounds) though grants a +2 profane bonus to hit and damage for his Eldritch Blast instead of granting claws.
  • Shadowline: Mudu may use his telepathy ability to communicate with any creature he can see that is within a shadow. By expending a Void point, Mudu may broadcast with all creatures in a 1 mile/HD radius without regard to line of sight for 1 hour.
  • Strange Thoughts: Mudu’s unique telepathic signature allows him to burrow into the minds of Hunger’s hordes. Though the effectiveness varies, Mudu can make the Hordes forget about his presense, may tap into their local psychic network (and across the Void through the Prophets), and may force the Horde to act according to his will. Mudu has found his control is greatest and affects the entire local Horde while in physical contact with the strongest local member, though he may exert control from a distance and on multiple Horde creatures while targeting weaker ones.
Languages
  • Auran
  • Common
  • Draconic
  • Ignan
  • Infernal
  • Sylvan
Gold and Valuables
  • 12 Platinum, 1970 Gold, 2000 Silver, 500 Copper.
  • 1000 Gold worth of varied gemstones and jewelry
  • 1000 Gold worth of varied statuary and art
  • 0 Credits
XP
  • -
MP
  • 680
Miscellaneous Statistics
  • Size: 1’5” body, 2’6” foot tail
  • Weight: 8 lbs.
  • Carrying Capacity: Light: 33 lbs. or less. Medium: 34-66 lbs. Heavy: 67-100 lbs.
  • Current weight carried: 8 lbs.
  • Hit Dice rolls: (12, 11, 6, 8, 3, 7, 7, 4, 3, 8, 6, 3, 6, 2, 7, 2)
Bio:

Mudu

Gamers' House Planeswalker