Sindri

The Sindri are said to be the greatest creators in all of the planes and that they were the forefathers of both the duergar and the dwarves. Unlike most of the Ansuz, the Sindri evolve from protean voidworms. It is said that the Sindri were the ones who provided Loki the mistletoe throwing arrow which slayed Baldr.

CN Medium outsider (ansuz, chaotic, earth, extraplanar, mythic)

Init +11; Senses darkvision 60 ft., deathwatch, detect chaos, detect law; Perception +26

Aura cloak of chaos (20 ft. DC 24)

DEFENSE

AC 40, touch 26, flat-footed 39 (+14 armor, +1 Dex, +1 dodge, +10 insight, +4 deflection)

hp 317 (19d10+213); fast healing 5

Fort +19, Ref +8, Will +21

Defensive Abilities block attacks, fortification (50%); DR 15/cold iron, epic and lawful; Immune cold, electricity, exhaustion, fatigue, fire, petrification, poison; SR 31

OFFENSE

Speed 40 ft., burrow 40 ft., earrth glide

Melee +5 warhammer +32/+27/+22/+17  (1d8+23 x3) (With Greater Magic Weapon)  or mwk warhammer  +28/+23/+18/+13  (1d8+18 x3)

Ranged +4 chaotic outsider bane mistletoe throwing arrow +25 (1d4+22)

Special Attacks favored enemy (+10 vs aberrations, chaotic outsiders, giants, goblinoids and orcs), mythic magic 3/day, mythic power (10/day, surge +1d10)

Spell-Like Abilities (CL 20th; concentration +27)

constant — cloak of chaos, deathwatch, detect chaos, detect law

At will — greater magic weapon, gravity well, magic vestment, soften earth and stone, spike stones, stoneshape, wall of stone, wood shape

3/day — earthquake, elemental body IV (earth only), fabricate, iron body, major creation, prismatic sphere, repel metal or stone, righteous might, wall of iron

1/day — clashing rocks, meteor swarm, stormbolts, tsunami

1/year — wish

Cleric Spells Prepared (CL 20th; concentration +28)

9th — etherealness, mass heal, miracle, storm of vengeance (DC 27)

8th — fire storm (3) (DC 26), mass cure critical wounds (2)

7th — destruction (2) (DC 25), ethereal jaunt, regenerate (2)

6th — banishment (DC 24), heroes’ feast, harm (DC 24), heal (DC 24), word of recall

5th — break enchantment (2), breath of life, dispel law (DC 23), plane shift (DC 23), symbol of sleep (DC 23)

4th — cure critical wounds (3), death ward, dismissal (DC 22), neutralize poison (2) (DC 22)

3rd — animate dead, daylight, invisibility purge, magic circle against evil, prayer, protection from energy, wind wall

2nd — align weapon, bear’s endurance, bull’s strength, consecrate, cure moderate wounds (2), eagle’s splendor

1st — bless, cure light wounds (3), divine favor, entropic shield, shield of faith

0 (at will) — detect magic, purify food and drink, stabilize, virtue

STATISTICS

Str 27, Dex 15, Con 27, Int 29, Wis 30, Cha 23

Base Atk +19; CMB +25 (+31 sunder); CMD 46 (52 vs. sunder, 50 vs. trip)

Feats Combat Expertise, Improved Sunder, Improved Trip, Power Attack,

Skills Climb +33, Craft (Any) +37, Disable Device +27, Heal +23, Knowledge (arcana, planes) +39, Knowledge (dungeoneering, engineering, geography, nature) +28, Perception +26, Sense Motive +26, Spellcraft +31, Stealth +32, Use Magic Device +30; Racial Modifiers +8 Craft (any), +8 Knowledge (arcana), +8 Knowledge (planes)

Languages ; telepathy 300 ft.

SQ battle-trained, create artifacts, epitome of greed, item mastery, item shaper, strength of stone

Equipment +4 chaotic outsider bane mistletoe throwing arrows (50), mwk fortress plate armor, mwk warhammer

SPECIAL ABILITIES

Create Artifacts (Ex)

The secrets of creating artifacts have been long since lost by many people but a Sindri can create a minor artifact at the expense of the Sindri's existence in a ritual that takes 8 hours. A sindri cannot be forced to use this ability thru any means and the sindri must be genuine. A Sindri who creates an artifact cannot be restored to life thru any means for as long as the artifact exists. The sindri will never do this for an aberration, giant, goblinoid or an orc but might do it for a chaotic outsider but it is extremely rare.

Epitome of Greed (Ex)

A sindri is the epitome of greed and get a +20 bonus on appraise checks. Due to their greedy nature they have difficulty trusting others including their own kind. Aberrations, chaotic outsiders, giants, goblinoids and orcs find the DC's more difficult for several skills. Bluff, diplomacy, intimidate and sleight of hand checks made by these creatures against a Sindri are increased by 20.

Item Mastery (Ex)

A Sindri can always activate spell trigger and spell completion items as if the spell were on its class list.

Item Shaper (Ex)

For the purposes of crafting magic items or constructs, a sindri is treated as though it had all item creation feats. It requires only 1 hour of work per 1,000 gp of the item’s base cost, instead of 8 hours.

Strength of Earth (Su)

While in contact with the ground a sindri is immune to bull rush, drag, grapple, reposition and trip maneuvers.

Weapon Expertise (Ex)

SIndri are proficient with all martial weapons as well as any weapon with the word "dwarven" in its name. When a sindri damages a creature with a weapon the sindri is proficient with it inflicts additional damage equal to the sindri's wisdom modifier. This additional damage is multiplied on a successful critical hit.