D&D 3.5 Monsters

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Mercane

Mercane
Large Outsider
Hit Dice:
7d8+21 (52 hp)
Initiative:
+2 (Dex)
Speed:
30 ft.
Armor Class:
15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple:
+7/+13
Attack:
Masterwork falchion +9(2d4+3) melee
Full Attack:
Masterwork falchion +9/+4 (2d4+3) melee
Space/Reach:
10 ft./10 ft.
Special Qualities:
Spell resistance 25, spell-like abilities, telepathy
Saves:
Fort +8, Ref +7, Will +8
Abilities:
Str 15, Dex 15, Con 16, Int 20, Wis 17, Cha 15
Skills:
Appraise +19, Bluff +12, Diplomacy +12, Gather Information +12, Intimidate +12, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +13, Profession (bookkeeper) +13, Sense Motive +13, Sleight of Hand +14, Spellcraft +15, Spot +12
Feats:
Combat Expertise, Improved Disarm, Improved Feint
Environment:
Any land and underground
Organization:
Company (1-4 mercanes and 3-18 5th-level fighter bodyguards) or progression (1 mercane, 3 14th-level fighters, 1 21st-level fighter/2nd-level Union Sentinel)
Challenge Rating:
5
Treasure:
Double standard
Alignment:
Always lawful neutral
Advancement:
By character class
Level Adjustment:
+7

Mercanes speak Abyssal, Celestial, Draconic, Infernal, and at least two other languages.

Combat

Spell-Like Abilities: 3/day-dimension door, invisibility; 1/day-secret chest, plane shift. Caster level 14th; save DC 12 + spell level.

Telepathy (Su): Mercanes can communicate telepathically with any creature within 100 feet that has a language.

Skills: Mercanes receive a +4 racial bonus on Appraise checks.

Mercane Characters

A mercane's favored class is wizard. Player character mercanes have a level adjustment of +7.

D20 System
Wizards of the Coast

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Copyright © 2005 by Charles Reace Charles-Reace.com

Requires the use of the Dungeons & Dragons, Third Edition Core Books, published by Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.

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