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Archived from groups: rec.games.frp.dnd (More info?)
Well here's my first contribution. I started making him back in 3.0
days, and converted him later, but he should be all 3.5. Might be some
mistakes, there's a lot of data there. Still not sure what format we
want these in either, but this one's got just about everything to
fiddle with...
- Justisaur
---------------------------------------------------------------------
Ucalaz, M Lich Old Human Wizard 17 CR 19; ECL 21; Size: M Type Undead
(Human, Humanoid); HD (17d12); hp 116; Init +6 (+2 Dex, +4 II); Spd
Walk 30'; AC 37 (39), flatfooted 34 (36), touch 17 (5 nac, Robe +5, +2
Dex, +1 Ioun, +5 Ring, +4 Shield, +5 Amulet, +2 vs Good); Attack:
Paralyzing touch: +8/+3 (Touch, DC 29, Permanent) Vision: Darkvision
60'; AL: LE; Sv: Fort +11, Ref +11, Will +17; Str 11 (-6 Age, +6
Belt), Dex 15 (-6 Age, +6 Gloves), Con -, Int 30 (15 +4 level, +3 age,
+6 headband, +2 Lich), Wis 17 (+3 Age, +2 Lich), Cha 24 (+3 Age, +2
Lich, +6 Cloak).
Skills: Bluff +19, Concentration +26, Diplomacy +19, Knowledge
(Arcana) +32, Knowledge (Religion) +32, Sense Motive +12, Spellcraft
+32, Spot +13, Hide +10, Move Silently +10, Search +11, Listen +5.
Feats: Chain Spell (+3lv, 18 targets), Craft Wondrous Item, Empower
Spell (+2 lv), Extend Spell (+1 lv, 2x), Improved Initiative (+4 init),
Persistent Spell (+4 lv, lasts 24h), Quicken Spell (+4lv), Scribe
Scroll, Spell Focus (Necromancy, +1 DC), Spell Penetration (+2 Caster
lv for SR), Spell Thematics (+1 DC to identify).
Special Abilities: Paralyzing Touch (Su). Fear Aura (Su, DC 29). Turn
Resistance +4. DR 15 bludgeoning/magic. Natural attack counts as magic.
Immunity to cold, electricity, polymorph effects (can polymorph self),
and mind-affecting effects (Ex). Immunity to poison, sleep effects,
paralysis, stunning, disease, death effects, damage to its physical
ability scores, as well as to fatigue and exhaustion effects, any
effect that requires a Fortitude save (unless the effect also works on
objects or is harmless). Not subject to critical hits, nonlethal
damage, ability drain, or energy drain. No need to breathe, eat, or
sleep.
Possessions: Pearl of Power 7th, Pearl of Power 8th, Darkskull
(unhallow -4 to turn, magic circle against good), Black Robe of the
Archmagi (+5 AC, SR 18, +4 saves, +2 vs SR), Blessed Book, Headband of
Intellect +6, Ioun Stone (+1 caster level), Ioun Stone (+1 AC from
insight), Belt of Strength +6, Gloves of Dexterity +6, Ring of
Protection +5 (AC), Amulet of Natural Armor +5, Cloak of Charisma +6,
Boots of Speed, Ring of Evasion, Rod (Maximization/Greater),
Phylactery.
Scrolls:
1st: Ray of Enfeeblement, Message, Negative Energy Ray, Expeditious
Retreat.
2nd: Mirror Image x3, See Invisibility x2, Eagles Splendor, Web
3rd: Dispel Magic x7, Displacement x2, Fly x7, Haste x3, Phantom Steed.
4th: Charm Monster x3, Dimension Door x2, Dimensional Anchor x7,
Enervation x7, Stone Shape.
5th: Animate Dead, Baleful Polymorph, Contact Other Plane, Hold Monster
x3, Magic Jar x2, Teleport x4, Wall of Force x2
7th: Banishment x3, Prismatic Spray x3
8th: Summon Monster VIII x3.
9th: Time Stop, Prismatic Sphere, Summon Monster IX x2
Spells: Wizard: (14 /7 /7 /6 /6 /6 /6 /4 /3 /2) DC 20+ spell lv +1
necromancy, Cast at 18th lv, +2 vs SR.
0-Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect
Poison, Disrupt Undead, Electric Jolt, Flare, Ghost Sound, Horizikaul's
Cough, Launch Bolt, Light, Mage Hand, Mending, Open/Close,
Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage,
Resistance, Silent Portal
1-Alarm, Cause Fear, Charm Person, Expeditious Retreat, Know
Protections, Mage Armor, Magic Missile, Message, Mount, Negative Energy
Ray, Ray of Enfeeblement, Shield, Summon Monster I, True Strike, Unseen
Servant
2-Command Undead, Eagle's Splendor, Fox's Cunning, Mirror Image,
Protection from Arrows, See Invisibility, Summon Swarm, Web
3-Create Crawling Claw, Dispel Magic, Displacement, Fireball, Fly,
Haste, Phantom Steed, Reverse Arrows (MaoF), Vampiric Touch
4-Charm Monster, Dimension Door, Dimensional Anchor, Enervation, Locate
Creature, Polymorph, Scrying, Stone shape, Stoneskin, Summon Monster IV
5-Animate Dead, Baleful Polymorph, Contact Other Plane, Energy Buffer
(TaB), Fabricate, Hold Monster, Magic Jar, Permanency, Prying Eyes,
Summon Monster V, Teleport, Wall of Force
6-Create Undead, Circle of Death, Contingency, Control Weather, Globe
of Invulnerability, Guards and Wards, Legend Lore, Summon Monster VI
7-Banishment, Control Undead, Energy Immunity (TaB), Finger of Death,
Greater Ironguard (MaoF), Prismatic Spray, Spell Turning, Summon
Monster VII, Awaken Undead
8-Create Greater Undead, Horrid Wilting, Mind Blank, Polymorph Any
Object, Protection from Spells, Summon Monster VIII,
9-Gate, Prismatic Sphere, Shapechange, Summon Monster IX, Time Stop,
Wail of the Banshee
Familiar: Herme, Male Rat Magical Beast1 CR 1/8; Size: T Type MAGICAL
BEAST; HD (1d10); hp 58; Init +2 (+2 Dex,); Spd Walk 15', Climb 15'; AC
27 (flatfooted 27, touch 18,), *Bite +12 0'/BPS (1d3-4 20/x2 Primary T
) or ; SA: Empathic Link, Improved Evasion (Ex), Master can Scry,
Scent(Ex), Share Spells, Speak with animals of its type, Speak with
master, Touch; Vision: Low-light, Normal AL: LE; Sv: Fort +5, Ref +7,
Will +11; Str 2, Dex 14, Con 10, Int 14, Wis 12, Cha 2
Skills: Bluff +16, Concentration +23, Diplomacy +16, Knowledge
(Arcana) +29, Knowledge (Religion) +29, Sense Motive +12, Spellcraft
+29, Spot +13, Hide +7, Move Silently +7, Search +11, Listen +3.
Memorized Spells:
1st Cast: Unseen Servant 18h. Memorized: Magic Missile, Know
Protections, True Strike, Charm Person, Expeditious Retreat, Negative
Energy Ray.
2nd Cast: Protection from Arrows (DR 10/not-ranged) 100 hp, 18h.
Memorized: Mirror Image (d4+5) 18m, See Invisibility, Command Undead,
Summon Swarm, Web
3rd Cast: Phantom Steed (AC 18, 24hp, 240' fly) 18h; Memorized:
Displacement (50% miss chance) 18r (last spell cast), Haste (+1AC,
+1Ref, +30' move, extra attack with full attack) 18r, Fly (60')
18m, Vampiric Touch, Fireball, Reverse Arrows (DR10/not-ranged -
returns arrow if DR stopped) 100 hp 180m.
4th Memorized: Stoneskin (DR10/adamantine) 150hp 180m, Dimensional
Anchor, Charm Monster, Scrying, Enervation, Chained ray of
enfeeblement.
5th Cast: Persistent Shield (+4AC, absorbs MM) 24h, Energy Buffer (15d6
energy absorbed) 24h/1r. Memorized: Teleport, Empowered Fireball,
Summon Monster V, Wall of Force
6th Cast: Contingency teleport when damaged or affected by hostile
magic 18d, Memorized: Globe of Invulnerability, Empowered Enervation,
Circle of Death, Summon Monster VI, Quickened Dispel Magic
7th Memorized: Spell Turning (d4+6 levels) 180m, Greater Ironguard (+2
metal ignored) 18r, Chained Enervation, Prismatic Spray.
8th Memorized: Protection from Spells (+8 save) 180m, Quickened
Enervation, Summon Monster VIII.
9th Memorized: Shapechange 180m, Wail of the Banshee.
560k gp items.
Tactics: If facing humanoids will attempt to use diplomacy, then charm
(or command if undead) & turn on his fear aura, then disable (chained
ray of enfeeblement, wall of force, dispel protections that prevent
charm, paralyze with melee attack), and will try to find a secure high
ground from which to defend with his phantom steed. If at this point
he still has targets and hasn't disabled them all & hasn't been hit
or affected (which will cause his contingency to teleport him to his
lair) he will cast Shapechange (shared with his familiar) and turn into
a Vampire spawn and attempt to dominate everyone. (Vampire Spawn
changes: AC 35, Str 22, DR 5/silver, Fast Heal 2, Loose Turn Resistance
4, Dominate Person at 30' range). If for some reason he is unable to
affect people he will turn into a Choker & start casting combat spells
from his highest lv. Down. If this doesn't work, and direct combat
might appear more viable he turns into a Pit Fiend (Pit Fiend Changes-
Str 45, Dex 35, Con 27, Fort 19, Ref 21, Init +16, AC 55, Attack: claw
+25 (2d8+17)/Full Attack: 2 Claws +24 (2d8+17), 2 Wing Slaps +19
(2d6+8), Bite +19 (4d6+8 poison & disease), Tail Slap +19 (2d8+8).
Special Attacks: Improved Grab (w/tail slap): +31 (2d8+34 constrict),
Fear Aura 20'r (DC 26, CL 18), Poison (DC 27 d6con/death). Special
abilities: DR 15 & Regen 5/good or silver, immune to fire, resist acid
& cold 10, See in darkness, SR 32, Telepath 100') If he makes a
knowledge or spellcraft check that lets him find a weakness in a
particular opponent he will instead turn into something that will
exploit that weakness.
"suicide lich" Once he is injured or affected by hostile magic his
contingency teleport will go off, and he will appear at his lair. He
will then first cast Shapechange, change to a choker & cast:
R1: Reverse Arrows & Stoneskin
R2: Spell Turning & Protection from Spells
R3-10: Taking all his items off with the exception of his orange ioun
stone
R11: Greater Ironguard (15r left when teleport) & Mirror Image (15r)
R12: Displacement(16r) & Haste(16r)
R13: Fly (17r)& Remove Orange Ioun Stone
R14: Turn into a Hound Archon & teleport back to an advantageous spot
near where he was when injured.
R15: After he appears he will turn into a choker & start casting his
attack spells from the top down, trying to take out whoever injured him
first. If he is unable to find them, he will turn into an invisible
stalker and find them ASAP. If spells aren't working, he will turn
into a Pit Fiend Devil and try hand to hand combat. If injured much he
will turn into a Kolyarut Inevitable and attempt to vampiric touch to
gain hp. If his opponents are protected from draining somehow, he will
instead turn into a 12 headed Pryo-Hydra and attack while
fast-healing. If he is taking more damage/effects from spells he will
turn into an Iron Golem for it's immunity. If he becomes very badly
hurt he will turn into a Leonal Guardinal and 'lay on hands' for
all the damage he has taken. If confronted with anti-magic he will try
to remove himself from it, turn into a Cloud Giant and proceed to hurl
rocks (or anything else handy). He will fight to the death with this
tactic, knowing he can reform his body, and try again later.
If for some reason his contingency fails or he is attacked in his lair
he will fight as above, but begin casting defensive spells as seems
appropriate, most likely in reverse order of what he would for prepping
to "suicide lich" but his familiar will turn into a beholder and
attempt to lock down spellcasters with it's anti-magic cone, while
firing off disintegrate & finger of death, & either healing it's
master with inflict wounds if he's in his normal shape, or attempting
to charm monster on likely targets. If it or it's master is badly
injured it will turn into a Leonal Guardinal and 'lay on hands' for
as much healing as it can. If Ucalaz becomes badly injured he will
attempt to flee, Either teleporting to his lair, or another far away
location if in his lair, or turning into an Ghaele Eladrin for it's
fast flight & incorporealness if he isn't able to teleport.
Well here's my first contribution. I started making him back in 3.0
days, and converted him later, but he should be all 3.5. Might be some
mistakes, there's a lot of data there. Still not sure what format we
want these in either, but this one's got just about everything to
fiddle with...
- Justisaur
---------------------------------------------------------------------
Ucalaz, M Lich Old Human Wizard 17 CR 19; ECL 21; Size: M Type Undead
(Human, Humanoid); HD (17d12); hp 116; Init +6 (+2 Dex, +4 II); Spd
Walk 30'; AC 37 (39), flatfooted 34 (36), touch 17 (5 nac, Robe +5, +2
Dex, +1 Ioun, +5 Ring, +4 Shield, +5 Amulet, +2 vs Good); Attack:
Paralyzing touch: +8/+3 (Touch, DC 29, Permanent) Vision: Darkvision
60'; AL: LE; Sv: Fort +11, Ref +11, Will +17; Str 11 (-6 Age, +6
Belt), Dex 15 (-6 Age, +6 Gloves), Con -, Int 30 (15 +4 level, +3 age,
+6 headband, +2 Lich), Wis 17 (+3 Age, +2 Lich), Cha 24 (+3 Age, +2
Lich, +6 Cloak).
Skills: Bluff +19, Concentration +26, Diplomacy +19, Knowledge
(Arcana) +32, Knowledge (Religion) +32, Sense Motive +12, Spellcraft
+32, Spot +13, Hide +10, Move Silently +10, Search +11, Listen +5.
Feats: Chain Spell (+3lv, 18 targets), Craft Wondrous Item, Empower
Spell (+2 lv), Extend Spell (+1 lv, 2x), Improved Initiative (+4 init),
Persistent Spell (+4 lv, lasts 24h), Quicken Spell (+4lv), Scribe
Scroll, Spell Focus (Necromancy, +1 DC), Spell Penetration (+2 Caster
lv for SR), Spell Thematics (+1 DC to identify).
Special Abilities: Paralyzing Touch (Su). Fear Aura (Su, DC 29). Turn
Resistance +4. DR 15 bludgeoning/magic. Natural attack counts as magic.
Immunity to cold, electricity, polymorph effects (can polymorph self),
and mind-affecting effects (Ex). Immunity to poison, sleep effects,
paralysis, stunning, disease, death effects, damage to its physical
ability scores, as well as to fatigue and exhaustion effects, any
effect that requires a Fortitude save (unless the effect also works on
objects or is harmless). Not subject to critical hits, nonlethal
damage, ability drain, or energy drain. No need to breathe, eat, or
sleep.
Possessions: Pearl of Power 7th, Pearl of Power 8th, Darkskull
(unhallow -4 to turn, magic circle against good), Black Robe of the
Archmagi (+5 AC, SR 18, +4 saves, +2 vs SR), Blessed Book, Headband of
Intellect +6, Ioun Stone (+1 caster level), Ioun Stone (+1 AC from
insight), Belt of Strength +6, Gloves of Dexterity +6, Ring of
Protection +5 (AC), Amulet of Natural Armor +5, Cloak of Charisma +6,
Boots of Speed, Ring of Evasion, Rod (Maximization/Greater),
Phylactery.
Scrolls:
1st: Ray of Enfeeblement, Message, Negative Energy Ray, Expeditious
Retreat.
2nd: Mirror Image x3, See Invisibility x2, Eagles Splendor, Web
3rd: Dispel Magic x7, Displacement x2, Fly x7, Haste x3, Phantom Steed.
4th: Charm Monster x3, Dimension Door x2, Dimensional Anchor x7,
Enervation x7, Stone Shape.
5th: Animate Dead, Baleful Polymorph, Contact Other Plane, Hold Monster
x3, Magic Jar x2, Teleport x4, Wall of Force x2
7th: Banishment x3, Prismatic Spray x3
8th: Summon Monster VIII x3.
9th: Time Stop, Prismatic Sphere, Summon Monster IX x2
Spells: Wizard: (14 /7 /7 /6 /6 /6 /6 /4 /3 /2) DC 20+ spell lv +1
necromancy, Cast at 18th lv, +2 vs SR.
0-Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect
Poison, Disrupt Undead, Electric Jolt, Flare, Ghost Sound, Horizikaul's
Cough, Launch Bolt, Light, Mage Hand, Mending, Open/Close,
Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage,
Resistance, Silent Portal
1-Alarm, Cause Fear, Charm Person, Expeditious Retreat, Know
Protections, Mage Armor, Magic Missile, Message, Mount, Negative Energy
Ray, Ray of Enfeeblement, Shield, Summon Monster I, True Strike, Unseen
Servant
2-Command Undead, Eagle's Splendor, Fox's Cunning, Mirror Image,
Protection from Arrows, See Invisibility, Summon Swarm, Web
3-Create Crawling Claw, Dispel Magic, Displacement, Fireball, Fly,
Haste, Phantom Steed, Reverse Arrows (MaoF), Vampiric Touch
4-Charm Monster, Dimension Door, Dimensional Anchor, Enervation, Locate
Creature, Polymorph, Scrying, Stone shape, Stoneskin, Summon Monster IV
5-Animate Dead, Baleful Polymorph, Contact Other Plane, Energy Buffer
(TaB), Fabricate, Hold Monster, Magic Jar, Permanency, Prying Eyes,
Summon Monster V, Teleport, Wall of Force
6-Create Undead, Circle of Death, Contingency, Control Weather, Globe
of Invulnerability, Guards and Wards, Legend Lore, Summon Monster VI
7-Banishment, Control Undead, Energy Immunity (TaB), Finger of Death,
Greater Ironguard (MaoF), Prismatic Spray, Spell Turning, Summon
Monster VII, Awaken Undead
8-Create Greater Undead, Horrid Wilting, Mind Blank, Polymorph Any
Object, Protection from Spells, Summon Monster VIII,
9-Gate, Prismatic Sphere, Shapechange, Summon Monster IX, Time Stop,
Wail of the Banshee
Familiar: Herme, Male Rat Magical Beast1 CR 1/8; Size: T Type MAGICAL
BEAST; HD (1d10); hp 58; Init +2 (+2 Dex,); Spd Walk 15', Climb 15'; AC
27 (flatfooted 27, touch 18,), *Bite +12 0'/BPS (1d3-4 20/x2 Primary T
) or ; SA: Empathic Link, Improved Evasion (Ex), Master can Scry,
Scent(Ex), Share Spells, Speak with animals of its type, Speak with
master, Touch; Vision: Low-light, Normal AL: LE; Sv: Fort +5, Ref +7,
Will +11; Str 2, Dex 14, Con 10, Int 14, Wis 12, Cha 2
Skills: Bluff +16, Concentration +23, Diplomacy +16, Knowledge
(Arcana) +29, Knowledge (Religion) +29, Sense Motive +12, Spellcraft
+29, Spot +13, Hide +7, Move Silently +7, Search +11, Listen +3.
Memorized Spells:
1st Cast: Unseen Servant 18h. Memorized: Magic Missile, Know
Protections, True Strike, Charm Person, Expeditious Retreat, Negative
Energy Ray.
2nd Cast: Protection from Arrows (DR 10/not-ranged) 100 hp, 18h.
Memorized: Mirror Image (d4+5) 18m, See Invisibility, Command Undead,
Summon Swarm, Web
3rd Cast: Phantom Steed (AC 18, 24hp, 240' fly) 18h; Memorized:
Displacement (50% miss chance) 18r (last spell cast), Haste (+1AC,
+1Ref, +30' move, extra attack with full attack) 18r, Fly (60')
18m, Vampiric Touch, Fireball, Reverse Arrows (DR10/not-ranged -
returns arrow if DR stopped) 100 hp 180m.
4th Memorized: Stoneskin (DR10/adamantine) 150hp 180m, Dimensional
Anchor, Charm Monster, Scrying, Enervation, Chained ray of
enfeeblement.
5th Cast: Persistent Shield (+4AC, absorbs MM) 24h, Energy Buffer (15d6
energy absorbed) 24h/1r. Memorized: Teleport, Empowered Fireball,
Summon Monster V, Wall of Force
6th Cast: Contingency teleport when damaged or affected by hostile
magic 18d, Memorized: Globe of Invulnerability, Empowered Enervation,
Circle of Death, Summon Monster VI, Quickened Dispel Magic
7th Memorized: Spell Turning (d4+6 levels) 180m, Greater Ironguard (+2
metal ignored) 18r, Chained Enervation, Prismatic Spray.
8th Memorized: Protection from Spells (+8 save) 180m, Quickened
Enervation, Summon Monster VIII.
9th Memorized: Shapechange 180m, Wail of the Banshee.
560k gp items.
Tactics: If facing humanoids will attempt to use diplomacy, then charm
(or command if undead) & turn on his fear aura, then disable (chained
ray of enfeeblement, wall of force, dispel protections that prevent
charm, paralyze with melee attack), and will try to find a secure high
ground from which to defend with his phantom steed. If at this point
he still has targets and hasn't disabled them all & hasn't been hit
or affected (which will cause his contingency to teleport him to his
lair) he will cast Shapechange (shared with his familiar) and turn into
a Vampire spawn and attempt to dominate everyone. (Vampire Spawn
changes: AC 35, Str 22, DR 5/silver, Fast Heal 2, Loose Turn Resistance
4, Dominate Person at 30' range). If for some reason he is unable to
affect people he will turn into a Choker & start casting combat spells
from his highest lv. Down. If this doesn't work, and direct combat
might appear more viable he turns into a Pit Fiend (Pit Fiend Changes-
Str 45, Dex 35, Con 27, Fort 19, Ref 21, Init +16, AC 55, Attack: claw
+25 (2d8+17)/Full Attack: 2 Claws +24 (2d8+17), 2 Wing Slaps +19
(2d6+8), Bite +19 (4d6+8 poison & disease), Tail Slap +19 (2d8+8).
Special Attacks: Improved Grab (w/tail slap): +31 (2d8+34 constrict),
Fear Aura 20'r (DC 26, CL 18), Poison (DC 27 d6con/death). Special
abilities: DR 15 & Regen 5/good or silver, immune to fire, resist acid
& cold 10, See in darkness, SR 32, Telepath 100') If he makes a
knowledge or spellcraft check that lets him find a weakness in a
particular opponent he will instead turn into something that will
exploit that weakness.
"suicide lich" Once he is injured or affected by hostile magic his
contingency teleport will go off, and he will appear at his lair. He
will then first cast Shapechange, change to a choker & cast:
R1: Reverse Arrows & Stoneskin
R2: Spell Turning & Protection from Spells
R3-10: Taking all his items off with the exception of his orange ioun
stone
R11: Greater Ironguard (15r left when teleport) & Mirror Image (15r)
R12: Displacement(16r) & Haste(16r)
R13: Fly (17r)& Remove Orange Ioun Stone
R14: Turn into a Hound Archon & teleport back to an advantageous spot
near where he was when injured.
R15: After he appears he will turn into a choker & start casting his
attack spells from the top down, trying to take out whoever injured him
first. If he is unable to find them, he will turn into an invisible
stalker and find them ASAP. If spells aren't working, he will turn
into a Pit Fiend Devil and try hand to hand combat. If injured much he
will turn into a Kolyarut Inevitable and attempt to vampiric touch to
gain hp. If his opponents are protected from draining somehow, he will
instead turn into a 12 headed Pryo-Hydra and attack while
fast-healing. If he is taking more damage/effects from spells he will
turn into an Iron Golem for it's immunity. If he becomes very badly
hurt he will turn into a Leonal Guardinal and 'lay on hands' for
all the damage he has taken. If confronted with anti-magic he will try
to remove himself from it, turn into a Cloud Giant and proceed to hurl
rocks (or anything else handy). He will fight to the death with this
tactic, knowing he can reform his body, and try again later.
If for some reason his contingency fails or he is attacked in his lair
he will fight as above, but begin casting defensive spells as seems
appropriate, most likely in reverse order of what he would for prepping
to "suicide lich" but his familiar will turn into a beholder and
attempt to lock down spellcasters with it's anti-magic cone, while
firing off disintegrate & finger of death, & either healing it's
master with inflict wounds if he's in his normal shape, or attempting
to charm monster on likely targets. If it or it's master is badly
injured it will turn into a Leonal Guardinal and 'lay on hands' for
as much healing as it can. If Ucalaz becomes badly injured he will
attempt to flee, Either teleporting to his lair, or another far away
location if in his lair, or turning into an Ghaele Eladrin for it's
fast flight & incorporealness if he isn't able to teleport.