Creature Stats:
Ancestral Hero
Medium Outsider (Good, Native)
Hit Dice: 12d8+60 (114 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
AC: 24 (+4 chain shirt, +3 Dex, +7 natural), touch 13,
flat-footed 21
Base Attack Bonus: +12
Grapple: +20
Attack: +1 greatsword +23 melee (2d6+15/19-20) or
mighty composite longbow [+4] +15 ranged (1d8+4/x3)
Full Attack: +1 greatsword +23/+18/+13 melee
(2d6+15/19-20) or mighty composite longbow [+4] +15/+10/+5 ranged
(1d8+4/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Battle cry, rage, spell-like abilities
Special Qualities: Aura of menace, damage reduction 10/evil and
silver, darkvision 60 ft., Dorn traits, freedom of movement,
immunity to fear, petrification, and poison, low-light vision,
resistance to cold 10 and electricity 10, spell resistance 22
Saves: Fort +13, Ref +11, Will +10
Abilities: Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 15
Skills: Climb +23, Concentration +12, Hide +18, Intimidate +12,
Jump +23, Listen +17, Move Silently +18, Profession (sailor) +17,
Spot +17, Survival +17, Swim +24
Feats: Cleave,
Improved
InitiativeB,
Power Attack,
Track,
Weapon Focus
(greatsword),
Weapon
Specialization (greatsword)
Environment: Any
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral good
Advancement: 13-18 HD (Medium)
Level Adjustsment:
Ancestral heroes are the greatest of the ancestral warriors. They are teh legends of ages past, brought forth from the Eternal and wrapped in bodies of the world's natural magic by the Vigdir (the Tadulos and Meruros). They are images of human perfection, full of vibrant color and energy. Wherever they walk, they are adorned with trophies of their previous victories, and often carry additional weapons.
A spirit speaker that is capable of calling forth one of the ancestral heroes has a powerful and reliable ally with a thirst for battle. Like ancestral warriors, ancestral heroes follow the orders of the spirit speaker that summoned them, but they are especially dedicated to Dornish ideals and will not behave with cowardice or dishonor. They truly enjoy a challenge, and make efforts to pit themselves agasint the most difficult opponents in a melee.
Ancestral heroes speak Norther.
Combat
Ancestral heroes are the champions of the Dornish dead. They are heroes of song and legen, and are a beauty and a terror to behold upon the field of battle. They possess an endless supply of bravery, and are stronger than several normal men. Unless they are to play a role in some cunning plan, they charge the most powerful enemy on the field and challenge it directly.
Any weapon wielded by an ancestral warrior is treated as good-aligned for the purpose of overcoming damage reduction.
Aura of Menace (Su): An aura of fury surrounds ancestral heroes when they are fighting or angry. Hostile creatures within a 20-foot radius of an ancestral warrior must succeed on a DC 18 Will save to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the ancestral hero that generated the aura. A creature that has resisted or broken the effect cannot be affected by the same ancestral hero's aura for 24 hours. The save DC is Charisma-based.
Battle Cry (Su): Three times per day, the ancestral hero can let out a great battle cry. This releases a 30-ft. cone that duplicates the effect of a shout spell (DC 18) cast at 12th-level. In addition, all Dornish allies within a 30-ft. radius receive a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls for 5 rounds.
Freedom of Movement (Su): Ancestral heroes exist under a continuous freedom of movement cast at 12th-level. Should this effect be dispelled or otherwise negates, the ancestral hero can renew it as a free action.
Rage (Ex): An ancestral hero that takes damage in combat flies into a berserk rage on its next turn, attacking madly until either it or its opponent is dead. It gains a +4 bonus to Strength, a +4 bonus to Constitution, and a -2 penalty to AC. Once it has entered its rage, it can no longer use its spell-like abilities. The ancestral hero cannot end its rage voluntarily at any time. If it does so, it cannot rage again during the same encounter.
Spell-like Abilities: At willaid, detect astirax, detect thoughts, endure elements; 3/daybless weapon, cure serious wounds (DC 15), daylight, remove fear; 1/daygreater heroism, magic circle versus evil, neutralize poison, remove disease, see invisibility. Caster level 12th. Save DCs are Charisma-based.
