Famfrit, the Darkening CloudHuge Outsider (Water)
HD 17d8+170 (306 HP)
Speed 50 ft. (10 squares); swim 90 ft.
Init: 10
AC 38; touch 14; flat-footed 32
(-2 size, +6 Dex, +24 Natural)
BAB +17;
Grp +37
Attack aqua jug +33 melee (2d6+28, 17-20/x2)
Full-Attack aqua jug +33/+28/+23/+18 melee (2d6+28, 17-20/x2)
Space 15 ft.;
Reach 30 ft.
Special Attacks briny cannonade, empowering surge, martial maneuvers
ToB, water spirit, wild storm
Special Qualities aqua jug, DR 12/-, darkvision 60 ft, enrage, essence of water, fast healing 12, resistance to acid, cold, eletricity and fire 25, spell resistance 30, spellcasting affinity
Saves Fort +20 Ref +16 Will +17
Abilities Str 35, Dex 22, Con 30, Int 22, Wis 24, Cha 29
Skills Bluff +29, Concentration +15, Intimidate +31, Knowledge (arcana), Knowledge (geography) +25, Knowledge (nature) +25, Knowledge (the planes) +25, Listen +27, Martial Lore +25, Search +25, Sense Motive +27, Spot +27, Survival +22, Tumble +26, Use Magic Device +29
Feats Ability Focus (briny cannonade), Combat Reflexes, Improved Critical (aqua jug), Improved Initiative, Improved Trip (B), Power Attack, Weapon Focus (aqua jug)
Challenge Rating 17?
Treasure none
Alignment CN
The hideous, darkly clouded form of Famfrit, scion in opposition to Holy Queen Emmerololth, scion of light, was anathema even to his creators. Thus, after a great battle, was he broken and sealed within armor laced with wards. The confines of his armor are void of light, and so is he called the Darkening Cloud. Men fear the rain that falls from the black clouds that ooze from that giant ewer as a herald of chaos and waste.Famfrit resembles a 18 feet tall suit of full plate armor, but with small legs and a big torso, and carrying a water jug tied to a chain. The armor is heavily decorated with golden designs, and has a red ball clinging on his back. Although his body is devoid of any openings, Famfrit can hear and see normally.
Famfrit represents the Zodiac sign of Aquarius.
CombatFamfrit opens combat using his empowering surge ability.
Famfrit uses his aqua jug to keep his distance from his foes using normal attacks and martial maneuvers, attempting to trip them if they move closer, thanks to his Thicket of Blades stance, and sometimes using his briny cannonade ability to deal a large amount of damage to a distant foe.
When Famfrit's hit points drop to half his max or lower, he uses his Wild Storm ability to increase his damage output while crippling his foes, as well as using his water spirit ability, in order to divide the enemy forces, and then proceed with his initial strategy, and every now and then redirecting his water spirit.
Aqua Jug (Ex): Famfrit's jug is considered to be a +5
anarchic collisionMIC huge dragonchain (RHoD pg 126). Additionally, Famfrit cannot be tripped back during his own trip attempts with the aqua jug. Finally, the aqua jug can be used normally if fighting underwater.
Briny Cannonade (Su): at will as a standard action, Famfrit shoots a pressurized jet of water from his jug, dealing 20d6 points of damage to all creatures in a 120 ft line. A successful Reflex save (DC 29) halves this damage. The DC is Charisma-based.
Empowering Surge (Sp): as an immediate action once per day, Famfrit can use this ability to be affected by the following spells (all of them CL 17th):
bull's strength, haste, nerveskitterSpC, scintillating scalesSpC, superior resistanceSpC and
true seeing.
Enrage (Ex): Famfrit can make an extra move, standard or swift action every round. Additionally, Famfrit gains a +4 morale bonus to damage rolls on his attacks. This ability becomes active when Famfrit's hit points are at half or below his max hit points.
Essence of Water (Ex): Famfrit is immune to all abilities and spells with the water descriptor. Additionally, if such effect deals damage, Famfrit heals a number of hit points equal to half the damage he would take. Finally, Famfrit is considered to be under the effect of the
freedom of movement spell and have regeneration 12 (adamantine and lawful-aligned weapons, as well as acid deals normal damage to Famfrit) while underwater.
Spellcasting Affinity (Ex): Famfrit can use spells and spell-like abilities without provoking attacks of opportunity.
Water Spirit (Sp): twice per day, Famfrit can use this ability. This ability functions like the
waterspoutSpC spell, except this ability can be used as a swift action, and its damage is maximized, as if affected by the Maximize Spell feat. This ability has a caster level of 17. The saves are Charisma-based.
Wild Storm (Su): once per day as a standard action, Famfrit calls a fierce storm onto the battlefield, affecting all creatures within 120 ft. All creatures in the area take 5d6 points of damage every round due to the heavy rain, and take a -10 penalty to all movement modes, and -2 to attack rolls. Famfrit is immune to this ability. This ability lasts for 1 minute.
Martial Maneuvers (IL 17):Stances: Thicket of Blades
Strikes: Castigating Strike (DC 26), Daunting Strike, Lightning Throw
Boosts: Dancing Mongoose, Scything Blade
Counters: Lightning Recovery, Rapid Counter
Famfrit's expended maneuvers recover automatically every 3 rounds.
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I seek opinions on this guy. Is it okay? I feel like he is missing some oomph...
And I'm not sure if his reach is correct...