Delaraius Solzakarr
Creature 20 (unique) — human, humanoid, unholy
FlankerShadeLANDhumanoid
Source: curtain-call-bestiary
Perception +36; darkvision; truesight
Languages aklo, common, daemonic, diabolic, halfling, kelish, sakvroth
Skills acrobatics +35, deception +39, diplomacy +37, intimidation +37, medicine +36, Norgorber Lore +38, occultism +36, religion +38, society +34, stealth +37, thievery +37, Vyre Lore +38
Str
+4
Dex
+9
Con
+6
Int
+8
Wis
+10
Cha
+9
Items Shortsword, Studded Leather Armor, A History of Secrets, Crystal Ball (Peridot), Skinsaw Eye, Wand of Massacre (Rank 9)
AC 45
Fort +32
Ref +35
Will +38
HP 375
Immunities bleed
Weaknesses vulnerable-to-sunlight 50
Speed 25 feet
Offense
Melee Shortsword (agile, finesse, magical, versatile-s) +37, Damage 1d6 bleed plus 3d6+12 piercing plus 1d4 spirit
Abilities
Skinsaw Eye — Norgorber granted Delaraius an eye to aid him in his quest for vengeance, but this eye also significantly enhances the priest. It grants him darkvision and Truesight as a constant innate spell, and also increases all of his attribute modifiers by 4. He is immune to bleed damage, magical detection and mental communication (unless he chooses otherwise), and magical alteration of his memories unless he chooses to be affected or the effect comes from a deity or artifact. The Skinsaw Eye serves as a religious symbol for Delaraius. If he ever loses the Skinsaw Eye , Delaraius loses all of these benefits and becomes Drained 3.
Vulnerable to Sunlight — Delaraius takes 50 untyped damage for every hour he's exposed to sunlight.
King of Keys — Delaraius's magic is more powerful when he's located in Vyre or Duskfathom. The counteract DC for all of his spells increases by 2 as long as the spell effect is located in either of these locations, and Delaraius gains a +2 status bonus on counteract checks while in either location.
Skinsaw Strike (divine) — Delaraius focuses his attention on a target he can see, causing his Skinsaw Eye to glow red for a moment as he seeks out the most painful place to attack that target. He then attempts a Medicine check against the target's Fortitude DC; on a success, that target is Off-Guard to Delaraius until the end of his turn. On a critical success, that target is off-guard to Delaraius until the end of his next turn.
Sneak Attack — Delaraius deals 3d6 extra precision damage to creatures who are Off-Guard.
Divine Prepared Spells DC 42, attack +34
10th Gate
9th Overwhelming Presence
8th Pinpoint
7th Interplanar Teleport, Planar Seal, Regenerate
6th Dominate, Repulsion
5th Scouting Eye, Truespeech
4th Talking Corpse, Unfettered Movement, Vision of Death
3rd Blindness, Dream Message
2nd Blood Vendetta, Calm, Cleanse Affliction, Dispel Magic, Invisibility, Translate
1st Command (×2), Enfeeble, Fear, Harm (×6), Heal, Lock, Sanctuary
Cantrips (10th) Daze, Message, Read Aura, Shield, Void Warp
Divine Focus Spells DC 42, attack +34; 3 Focus Points
4th Trickster's Twin
1st Death's Call, Sudden Shift
WORKS WELL WITH
AnvilLANDHolds enemies in melee to create flanking opportunities that trigger Sneak Attack precision damage.
CrasherLANDDisrupts enemy formations and forces movement that generates off-guard conditions.
WeaverLANDManipulates enemy positioning to set up flanking triangles and isolate high-value targets.
PUNISHES
✖ invisibility✖ illusions✖ low Will✖ bleed damage
Another Flanker competes for the same flanking positions with diminishing returns on precision damage.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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