-Hulcrim the Fierce
Hulcrim is a manticore. It’s important to state that up front, because it’s the first thing that everyone notices about him. Far more intelligent than others of his kind, Hulcrim believes that he was blessed by Hextor himself—at least, that’s what he was taught by the cleric who befriended him.
Hulcrim was abandoned by his mother and left to fend for himself. An aspiring cleric named Augus Storn found the pup and took him on as a pet. Hulcrim grew quickly and became fiercely loyal to Augus, forever grateful to the cleric. Augus took advantage of this loyalty and used Hulcrim’s power to advance his standing in Hextor’s church.
Over time, Hulcrim was inspired by Hextor’s teachings. The beast took all of the chants, hymns and theology to heart. Because of his unwavering faith, Hulcrim was blessed with clerical abilities. Hulcrim now believes that in the next life he will rise as a great and terrible devil, able to crush the enemies of his dark god at will.
Hulcrim still serves at the right hand of Augus Storn. Furious at the death of Sister Aven Mallory, Augus has dispatched Hulcrim to hunt down and slay those responsible.
|Hulcrim the Fierce, manticore Clr2; Large magical beast (10’ long, 1,000 lbs); CR 7; HD 6d10+24/2d8+8; hp 73; Init +2; Spd 30 ft, fly 50 ft (clumsy); AL LE; |
Armor: AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15.
Attacks: Base Atk +7, Grp +16; Melee: Claw +11 (2d4+5, x2); Ranged: 6 spikes +9 (1d8+2, 19-20/x2);
Full Attack: 2 claws +11 (2d4+5, x2) and bite +9 (1d8+2, x2) or 6 spikes +9 (1d8+2, 19-20/x2).
Space/Reach: 10 ft/5 ft.
Special Attacks: Spikes.
Special Qualities: Cleric spells, darkvision 60 ft, low-light vision, scent, smite 1x/day, turn or rebuke undead.
Saves: Fort +9, Ref +7, Will +3.
Abilities: Str 20 (+5), Dex 15 (+2), Con 19 (+4), Int 9 (-1), Wis 12 (+1), Cha 9 (-1).
Skills and Feats: Knowledge (religion) +3, Listen +5, Spot +9, Survival +1; Flyby Attack, Multiattack, Track, Weapon Focus (spikes).
Cleric Domains: Destruction and Evil.
Spells (4/3+1; save DC 11 + spell level; domain spell marked with *): 0-Create Water, Cure Minor Wounds, Guidance, Mend; 1-Cause Fear, Cure Light Wounds x2, Protection from Good*.
(All spells cast at +1 caster level due to Evil domain.)